



Questron

Command Card and The Book of Questron's History, Tales and Monsters



A note from Evin: I think these were submitted as Atari docs but

should be usable by all.



*********



QUESTRON

A Fantasy Adventure Game



(from the back cover)



To My Faithful Subject:



As you are well aware, these are dire times for the Questron Empire

indeed.  Ever since the renegade sorcerer, Mantor, took possession of

the Great Book of Evil Magic, our beloved land has come under

murderous attack by his legion of hideous monsters.  My

once-invincible Army, even my noblest Knights, lie decimated in the

wake of these demons summoned forth from the Stygian bowels of Hell.



It is because of this desperate state of affairs that I, your King,

now appoint you as the Last Defender of the Realm.  I know you are but

a serf, but I sense greatness in you.  Where my Army has failed, one

such as yourself may yet succeed - if you have enough strength,

stamina, dexterity, intelligence, and charisma.  Instead of a frontal

assault against Mantor, you can only defeat him through stealth and

cunning.  Find Mantor, steal his Book of Evil Magic, and he will

become powerless.



In this noble Quest, you must cross treacherous lands fraught with

creatures as innumerable as they are deadly.  Yet, of all the dangers,

none will be greater than the monsters you will face when you enter

Mantor's dreaded dungeons.



On a less gloomy note, you may also come across priceless treasures in

the many castles and cathedrals you will explore.  What you find, of

course, is yours to keep.



To help you on your way, I present these eldrich pictures that our

good wizard, Mesron, has been gracious enough to conjure up on the

mysterious talisman he calls a computer.



A final word of encouragement:  Remember that legend has it that a

lowly peasant will rise to vanquish our strongest enemies.  I know in

my heart of hearts that this savior is you.



Godspeed and good luck.



From His Regal Majesty,

King Aaron

Liege Lord of the Questron Empire



*********



QUESTRON COMMAND CARD



*COMMAND LIST*



A - ARM (put a weapon in hand).



B - BOARD transportation (from horses to clippers).



C - CLIMB ladders, ropes, trap doors.



D - DISMOUNT transportation.



E - END game (saves game in progress).  Players should end the game

    periodically to preserve their character on disk.



F - FIGHT creatures (with weapon in hand).



G - GAMESPEED (how fast things happen).



H - HOLD ITEM (hold anything that isn't weapon or armor).



I - INVENTORY list.



K - KILL SELF (in times of despair).



M - MAGIC spells (try a spell).



O - OPERATE item in hand.



P - PASS your turn.



R - ROB.



S - SPEAK to others nearby.



T - TAKE an object.



U - UNLOCK something (pick the lock).



V - VACATE a Town or Cathedral.



W - WEAR armor (instead of carrying it around).



X - EXAMINE things around you.





MOVEMENT of your character is controlled by the arrow keys on the

keyboard.  The arrow keys are also used any time the game asks you to

choose a direction.



DUNGEON MOVEMENT is a little different.  Use the arrow keys to turn

left and right, or to walk forwards and backwards; use the space bar

to turn completely around.



NOTE:  You may execute a command repeatedly by holding down the

appropriate key.





*QUESTRON*



The Questron Empire is vast and powerful; it is also a land in

trouble.  As you travel the Empire to fulfill your Quest, you will

meet many different creatures.  You will talk to Kings and Wizards, as

well as farmers and merchants.  A world of variety awaits you., if you

know how to find it.  You can win or lose a fortune at the wheel, test

your skill shooting the traps, and test your nerve exploring the

Castle.  Your Quest will take you through catacombs, and into torture

chambers.  You will find mystery, secret tests, and tremendous magical

powers.  Along the road you may die, but you will surely try again.





*BEGINNING TO PLAY QUESTRON*



Insert the Character Disk (Disk #0) into your Disk Drive.  Boot the

disk.  You will see the Questron Logo while the game is loading.  When

you press a key, the following menu will appear:



QUESTRON MENU



1.  Scenes from Questron

2.  Some Simple Instructions

3.  Play a Game



Feel free to choose from the menu.  If you are just beginning, we

suggest you start with "Scenes from Questron" or "Some Simple

Instructions."  Then, when you are ready to start Questron, pick "Play

a Game."  You will then see the following menu:



GAME START



1.  Start a New Character

2.  Restart an Old Character

3.  View Characters on Disk

4.  Delete a Character

5.  Return to Previous Menu



To begin a game, press the "1" key.  If you want to go back and see

the "Scenes" or "Simple Instructions," press the "5" key.  All of the

other choices concern characters already on the disk (your character

disk holds up to four characters in progress).  You can experiment

with the other options later, when you restart your character.





*CREATURES*



Over 100 different types of creatures inhabit Questron.  Each type

looks different, reacts differently, and is best attacked with certain

weapons (if at all).  Dealing effectively with each creature requires

knowledge and flexibility.  You must learn when to fight, when to run,

and when to talk.  Note: each creature is described in detail in the

booklet "History and Tales of Questron."





*OUTDOOR PLAY*



Outdoor adventure is shown on a large and detailed map.  You can move

around this map using the arrow keys on the keyboard, as described

above.



While outside, you will notice different types of terrain, as well as

different towns and buildings.  You will soon notice that each terrain

has unique characteristics.  EXAMINE your surroundings to find out

more about the terrain.





*COMBAT*



When you FIGHT an opponent, the outcome depends on your: Attributes

(strength, stamina, agility), the Weapon in your hand, your Armor, and

the strengths and weaknesses of the creature that you are fighting.

Ongoing battle status is described at the bottom of the screen.

Careful attention to this information will help you fight wisely.





*YOUR INVENTORY*



All your material possession are divided into three categories for

your convenience: WEAPONS, ARMOR, and ITEMS.  Weapons are, of course,

usually used to fight with.  Armor is worn for protection.  Anything

not a weapon and not armor is considered an item.



As you become more powerful, you will have the chance to obtain

increasingly better weapons and armor.  At the beginning, your choices

are much more restricted.



In order to be useful, possessions must actually be worn or carried in

hand.  To do this, you must use the ARM command for weapons, the WEAR

command for armor, or the HOLD ITEM command for items.  Most beginning

players lose a battle or two because they forget to use the things

they are carrying in their backpack.



When looking at your INVENTORY, an * by a possession indicates that it

is in use, or being held.  All possessions without the * are actually

in your backpack, and not of immediate use.





*TOWNS, CATHEDRALS & CASTLES*



While outdoors, any town, cathedral, or castle may be entered by

walking onto its "symbol."  When you enter, the scale will expand,

allowing you to walk inside buildings, or from building to building.

All places are unique.  Each looks different, sells somewhat different

things, and offers other unique advantages.  Many offer much more than

meets the eye, so experiment and be innovative.





*DUNGEONS*



Dungeons are immensely evil places, shown in "3-dimensional"

perspective.  To enter one, you must be very strong, or very foolish.

As you travel deeper and deeper toward the secret treasure of each,

you will find your path thwarted by 32 increasingly dangerous

monsters.  You will, without question, use all your skills and all

your magic to survive the trip to the bottom.





*PLAYER STATUS*



Hit Points:  Measure of your hold on life.  You need them to live.



Food:  You need it to travel.



Gold:  Life is no fun without it.





*PLAYER ATTRIBUTES*



All player attributes start at 15.  You can work on increasing them,

but they will rarely go over 40.



Strength:  Helps determine how hard you can hit an enemy.



Stamina:  Measure of your ability to absorb blows.



Dexterity:  Measure of your ability to land blows and dodge those of

            your opponent.



Intelligence:  Measure of your ability to cast Magic spells.



Charisma:  Helps you bargain and get good prices on certain goods.





*GAME STATUS*



Rank:  Although you begin life in Questron as a lowly serf, feats of

daring do not go without notice.



Time:  As time goes by. The "politics" of Questron change.



*********



THE BOOK OF QUESTRON'S HISTORY, TALES AND MONSTERS



*TABLE OF CONTENTS*



HISTORY AND TALES OF QUESTRON...........................................1

HISTORICAL DATA.........................................................1

QUESTRON BEFORE THE BARON REBELLION.....................................1

	411 A.G. - Notes from a Magician

	402 A.G. - Letter of the Traitor Baron

	432 A.G. - Writings from Sir Michael

	Postscript by Robert, Squire to Sir Michael

	437 A.G. - Selected entries from the Diary of Princess Lucane

DESCRIPTION OF QUESTRON'S MONSTERS......................................3

	Ocean Creatures

	Swamp Creatures

	Mountain Creatures

	Jungle Creatures

	Grasslands Creatures

	Traveling Creatures

ADVANCE INTELLIGENCE REPORTS............................................4

MONSTERS IN THE LAND OF EVIL............................................5

	Ocean Creatures

	Swamp Creatures

	Jungle Creatures

	Mountain Creatures

	Grasslands Creatures

DUNGEON MONSTERS........................................................6





*HISTORY & TALES OF QUESTRON*



You are but a serf of Geraldtown, former Barony of Vertaen.  I realize

that as a serf, you have learned little about the Realm.  Yet the land

you love is in great danger.  Terrible monsters roam the countryside,

while a mighty invasion force prepares to attack our Western shore.

Our bravest Knights have been crushed by the enemy, our greatest

Wizard stymied.



Legend says that a lowly peasant will rise to vanquish our strongest

enemies.  With this hope, and the word of the oracle, I have chosen

you to fight for Questron.  I can promise you nothing, for the dangers

are immense.  But if you do succeed, the world will be yours.



To aid your quest, I have included writings which tell tales of the

Realm.  You will also find a summary that Mesron drew for me of

Questron before the Rebellion, and a list from my tutor of important

dates.  I cannot send you a map, for part of your secret test will be

the exploration of the land.



North of you lies Swamp Cathedral, and to the East lies Geraldtown,

your birthplace.  Beware of fighting monsters with your hands.  God

speed and good luck.  Do not let my father know that I helped you, and

never acknowledge that you know me.  There are spies everywhere.



Princess Lucane





*HISTORICAL DATA*



377 - Coronation of King Gerald



397 - Assassination of King Gerald



397 - Beginning of the Baron Rebellion



403 - Assassination of Queen Kristene



403 - Coronation of King Aaron



404 - End of the Baron Rebellion



425 - Mantor goes to the countryside



426 - Appearance of deadly monsters



430 - The Castle Massacre





*QUESTRON BEFORE THE BARON REBELLION*



KING GERALD - QUEEN KRISTENE



THE GREAT WIZARDS

Mesron and Mantor



THE THREE MAGICIAN PRIESTS

of the Great Cathedrals



THE BARONIES

The Fiefs of the 15 Barons





*411 A.G. - Notes from a Magician*



(Notes from the Magician Priest, William, of the Island Cathedral,

Realm of Questron.  Purveyor of magic and supplier of holy water.

Traitor to the Crown.)



I am the Magician Priest William, prisoner in my own Cathedral.  I was

nearly two steps from the throne, but Mesron the Wizard used his

extraordinary magic to crush our armies and defeat the glorious Baron

Rebellion.  Once the King was killed, and his forces routed, we became

too sure of our success.  We underestimated Queen Kristene.  Her

strength of will, paired with the Wizard Mesron's magic, was powerful

enough to destroy much of our magic.  Now that the Rebellion is over,

we Magicians are confined to the Cathedrals, and allowed to live only

because the King and Knights need our holy waters.



Mantor was said to have supported the Rebellion, but they could never

prove it.  I know the Queen had her suspicions, until we killed her.

I think that maybe the new King does too.



The new boy King is now 24 years.  He was 16 when coronated, 17 when

he ended the Baron Rebellion in 404.  Although my powers outside this

Cathedral are long since gone, my magic is still strong within these

walls.  I would love to have that child for a royal visit, yet he'll

never come.  He knows that no matter how many guards he brings, he

would not leave alive.



I suppose that we Magicians have life better off than the Barons.

Their leader, John, was decapitated in 404.  The others are still

imprisoned and tortured in the Castle.  But our time will come again.

We wait.





*402 A.G. - Letter of the Traitor Baron*



(Baron John of Blind Pass, of the Realm of Questron.  Lord of all

lands, and all serfs within 10 days march of the city.  Born in 359

A.G., died in 404 A.G.)



All will soon kneel and call me King John.  I savor that moment.  The

Rebellion began when I slashed King Gerald's throat with a ceremonial

sword.  That fool never suspected that I had sharpened the blade.  It

was during the Spring Rites, a pageant for the serfs to celebrate the

new growing season.  The King had only a small contingent of guards,

who were easily overcome.  Mesron and Mantor killed many of us, for a

Wizard may be killed only one way.  But, I am confident the Magicians

will defeat them.



The Rebellion has been vicious and satisfying.  The fighting is almost

over now.  Those who have complained will discover soon that their

pain is just beginning.  I feel Questron within my grasp, the Queen

within my arms.  My conquest is at hand.



(Postscript:  captured letter to Baron Vertaen.)





*432 A.G. - Writings from Sir Michael*



(Writings before the voyage of Sir Michael of Royal City, Knight of

the realm of Questron, servant to King Aaron, 406 to 432 A.G.

Knighted in 426, the year that Mantor the Wizard is believed to have

obtained the Book of Magic.)



I remember well when the monsters first appeared.  It was one year

after Mantor left the Castle (we had thought nothing of his departure

at the time, for the reasoning of Wizards has always been unknown).

In the beginning, they kept to the mountains and swamps.  But soon Gar

Mind Flayers were venturing to the city outskirts, slaying merchants,

serfs, and even friendly dogs.  Then came the organized attacks by

Flesh Feelers and Army Scorpions.  Before long, butchering and

pillaging.  Faced with this reign of terror, the townspeople started

building walls around the cities for their own protection.



These were busy times for me and the other Knights.  We rode hundreds

of days; fortifying towns and driving off the monsters.  I began to

suspect that the Great Wizard Mantor was directing this army of evil

beings.  Twice he was seen viewing our battles from faraway hills.  I

approached the great Wizard Mesron and confessed my suspicions.  He

too was beginning to suspect his half brother of treason.



One month after I voiced my suspicion, Mantor committed the terrible

Castle Massacre.  It was an outrage, and deserves no mention here.

After the massacre, Mantor managed to escape the Realm, taking his

book of evil magic.  Only later did Mesron discover the source of the

evil Wizard's book.  Mantor had learned the secrets of time and space

travel, and had pillaged his volume from a faraway place.



Little is known of Mantor's Land of Evil.  Last year, Mantor's

monsters assaulted the west coast of Questron.  Our troops were barely

able to defeat them.  We then launched a Naval Battalion against the

Land of Evil, but were driven back to our homelands after three months

of battle.  Our foe is becoming stronger every day.



Since then, King Aaron and Mesron have decided to send individual

Knights against Mantor.  These knights have been able to sneak ashore,

and may do more by themselves than the entire Armada was able to do

before.  King Aaron and Mesron have devised many tests (some secret)

to discover only the most powerful and brightest Knights.  One of my

tests was to describe the different monsters that now inhabit

Questron.  I have since passed all tests and leave in six days for the

Land of Evil.  My Quest is to return with the book of magic.  I

include my list of monsters here for you to study ... to help you in

case I fail ... God speed,



Sir Michael





*Postscript by Robert, Squire to Sir Michael.*



Sir Michael would not allow me to accompany him, so I waited in Port

City while he sailed.  A merchant returned from the Land of Evil five

months later with a burlap bag for King Aaron and Mesron.  In the bag

was Sir Michael's armored boot, with Sir Michael's head crushed into

it.  The boot was buried in the woods of Lagoon, with proper ceremony

befitting a Knight.  Long live the King.





*437 A.G. - Selected entries from the Diary of Princess Lucane*



426 - My twelfth birthday.  Squire Michael became a Knight today.  The

ceremony was glorious.  Mother and Father looked so regal, and how our

subjects cheered.  The Guards were Present in strength.  Even so, the

pageant was attacked by a group of Flesh Feelers and Maston Centaurs.

Only two subjects were killed before the guards could slaughter the

beasts.  Michael's first quest is to protect the city-states while the

walls are being built for protection.  He looks so handsome in his

armor.  I dreamt of him last night.



427 - Dearest Diary.  I don't feel safe anywhere anymore.  The Castle

was attacked by monsters that no one had seen before.  My sister and I

named on Albino Leech.  It was slimy and ugly.  A Gar Mind Flayer

slaughtered an entire squad of guards on the drawbridge.  It was

gruesome.  No one knows where these monsters are coming from.  Father

has doubled the Guards.  Mesron has vowed to protect us.  I wish

Mantor were here; I haven't seen him in months.  I hope the rumors are

wrong.



429.9  - Dear Diary.  Sir Michael came back from the countryside today

(I wish I were older).  He says there are more important matters than

me.  He says that all of the walls are built now.  Each town has

guards, where none were needed before.  He says that the monsters are

more numerous, and that every day a new kind is discovered.  My

Father, the King, says that I must stay in the Castle always.



430 - My life has ended at sixteen years.  There is nothing left to

live for.  I hate this Castle.  I hate Questron.  Most of all I hate

Mantor.  I was in the Throne Room when it happened.  Mantor blew into

the Great Hall like a cyclone.  Even Mesron was shocked.  Mantor was

holding an immense book.  He demanded that my Father abdicate the

throne.  Mantor threatened to destroy Questron with this book of evil

magic, and with the monsters he claimed to have created.  Mesron

lunged for the awful book, but Mantor was prepared.  He hit Mesron

head-on with a fireball.  Mesron demanded the magic book, and father

ordered the guards to seize Mantor.  Mantor raised his arms, and

floated from the floor, and the skies grew dark.  Mesron raised an arm

toward my father and myself, surrounding us in a blue light.  I

fainted.  When I awoke, father was holding me and crying.  He

whispered to me that all were dead: mother the Queen, and my little

sister Deborah.  As I lay in father's arms, I saw that al l the guards

were dead, and Mesron was wounded.  Mantor was nowhere in sight, but a

foul stench lingered.



437 - I am 23 today.  It is five years after Michael's death.  Since

then, many Knights of the realm have journeyed to the Land of Evil.

None have returned.  I fear that Mantor cannot be defeated.  My only

hope lies in the ancient legends.





*DESCRIPTION OF QUESTRON'S MONSTERS*

(as told by Sir Michael)



OCEAN CREATURES



*Piercing Pungie* - This immense predator glides on giant wings

through the ocean waters in search of prey.  An average Pungie

measures at least 20 feet from its mouth to the end of its piercing

sharp tail.  Its mouth is large, and filled with hundreds of venomous

teeth.  The Piercing Pungie is, without doubt, one of the fastest and

toughest creatures of Questron.  To kill it before it kills you, you

may need special knowledge.



*Slime Swimmer* -- Unless they notice its sulfur stench, many people

mistake the Slime Swimmer for a large mass of ugly seaweed.  This

deception serves it well, for once near its unsuspecting victim, the

Slime Swimmer surrounds its prey with thousands of tiny suckered

tendrils.



*Leech Woman* -- An escapee from the catacombs.  She has a

blood-sucking mouth, with razor-sharp teeth.



*Masher Whale* -- An immense pink mutant whale.  Known as a 'Masher'

because it uses its immense 4-foot thick skull as a battering ram to

sink passing ships.



*Hydro Snake* -- A common water snake, except 300 feet long, and 20

feet thick.  The Hydro Snake secretes a substance which causes water

to burn (it separates O and H2), and also secretes a substance which

stops water from burning.  Caution: do not kill a Hydro Snake if it

sets water on fire until it puts the fire out!



SWAMP CREATURES



*Pit Screamer* -- This aberration of nature burrows small deep pits.

Once inside, it cries and whimpers until its victim looks into the

pit.  When this happens, its barbed teeth and claw nails make the

outcome almost inevitable.



*Strangler Fiend* -- Unless you carry your club, a walk through the

swamp can end in a nightmare of death.  The Strangler Fiend looks like

a green-gray jellyfish, and is inactive until touched.  Once so

activated, its tendrils snake out to engulf entire creatures.  It is

hardly intelligent, but doesn't need to be.



*Rot Weed* -- This plant grows in the muck of Questron swamps.  It

contains prickers which, once they contact flesh, begin to exude a

skin-destroying acid.  Fortunately, Rot Weed is not too agile.



*Albino Leech* -- This enormous bloodsucker is active mostly at night,

to protect its light-sensitive eyes.  Its lack of pigmentation is

reputed to be the result of many years of existence in the breeding

caves of Mantor's Mountain.



*Gar Mind Flayer* -- An air-fish with honed teeth, and long sharp

tendrils which it uses to grasp the head of its victims.  It is

rumored that the Flayer sucks the mind from its victims, so that those

who survive its attack are never quite the same.



MOUNTAIN CREATURES



*Stone Axe Beak* -- This mountain bird is very accurately named by the

Questron natives.  It grows to heights of 10 feet, and possesses a

very sharp beak, similar in appearance and composition to a quality

stone battle axe.  It is hard to kill, unless you are successful at

hurling stones into its eyes.



*Phazor Spider* -- Instead of spinning webs, these deadly little

mountain creatures fire small laser beams at their prey.  When Phazor

Spiders travel in swarms, they surround their quarry with a web of

light.  Because they are fast, only one type of weapon is really

effective against them.



*Jackal Ram* -- Too clumsy for a jackal, too small for a ram, these

100-pound wolf-like creatures roam the mountains in perpetual shame.

When humans come by, they try to prove their fighting ability.  Thus,

they are quite annoying.



*Leopard Yeti* -- A snowy white creature the shape of a large man.

The Leopard Yeti resembles a leopard only in the speed with which it

strikes, and the grace of its movements as it bounds from peak to

precipice.  Adults reach heights of 8 feet and weigh up to 300 pounds.



JUNGLE CREATURES



*Irish Stalker* -- This horned creature has a rack of almost 14 feet.

It is always deadly when found in clearings, but frequently becomes

entangled while in the jungle.  Luckily, the Irish Stalker is

immensely allergic to grassland wildflowers, and is forced to remain

in the jungles.  Nonetheless, it hurts when it hits, and is said to be

susceptible only to the mace.



*Bear* -- Questron is the only known planet in the galaxy to have

bears identical to the Black Bear of beautiful Northern Michigan,

Earth.



*Woods Ogre* -- This celluloid fellow inhabits the Jungles of

Questron.  He is known as a "Woods" Ogre because of his mastery of

various reed instruments.  It is said that the Woods Ogre will tie up

his intended victims and serenade them.  If they like his music, he

sometimes sets them free.



*Gorilla* -- Gorillas are found in forsaken jungle areas and

subterranean lairs.  They are very nasty tempered, and quite evil.

Sometimes Gorillas travel in groups of three or more.  When met in

such large numbers they are especially dangerous as they, like humans,

love to show off to their friends.



*Bloodhound Ghoul* -- This undead blood-drinking dog sucks the blood

from already weakened victims.  When weaned from blood, the Bloodhound

Ghoul is said to make a good pet.  For some reason, however, its

owners never live all that long.



GRASSLAND CREATURES



*Flesh Feeler* -- These creatures were magically created, part of an

elite corps sent from the Land of Evil to sabotage and kill.  Many

fear that the Flesh Feelers are forming an army to destroy Geraldtown.



*Army Scorpion* -- A disgusting invention from Mantor's evil labs,

this perversion is 3 feet tall at the tip of its eyestalks.  Its

stinger and tail often measure up to six feet long.  Its powerful

stings make it a tougher foe than most other grassland creatures.



*Black Knight* -- These guys think they're tough. Having graduated

from Knight School.  Most, however, are unemployed, for they failed

the King's secret tests.  Now they make a living on the lecture

circuit.



*Bandit* -- Just another name for a filthy killing thief.



*Maston Centaur* -- The head of a woolly mammoth, the body of a

thoroughbred racer, these creatures are extremely agile.  Remarkably,

weights of 1000 pounds are not unusual.



*Dirt Weird* -- This slovenly creature stands about 6 feet tall, and

walks upright like a human.  It is a conveyor of disease and sickness,

because it lives in filth, and uses rusty weapons.  A scratch can

cause sickness or death.



*Wrention Warrior* -- Only a handful of these mighty warriors are now

left.  Originally, they came from a cult worshipping wrens.  They

usually attack on the mention of any birds, robins, wrens, etc.



TRAVELING CREATURES



*Blind Blood Dog* -- It is rumored that these potentially vicious,

dog-sized scavengers have such a keen sense of smell that their eyes

deteriorated from disuse.  These once cruel predators may no longer be

hostile.  It is said that the Plains Elves trained them to be bearers

of good will.



*High Elf* -- These noble little beings are elusive inhabitants of all

lands of Questron.  Clans are said to exist in marshes and forests,

more rarely in mountains.  Elves shy away from grasslands, for their

stealth and ability to blend with surroundings are less useful there.

Elves are often the bearers of good things, and only rarely make use

of controlled substances.



*Naga Pilgrim* -- Known for their greeting "Na-Ga," meaning unknown.

The Naga can be fierce fighters, but they often accidentally cut

themselves in battle.  The destination for their pilgrimage is the

Lost Isle of the Skull.



*Faun Nymph* -- A friendly, seductive creature.  The Faun Nymph has

the body and ears of a goat, and the face of a lovely young woman.

Tales abound of unwary travelers who are lulled to sleep by its

sensuous songs, and then are never seen again.  Nobody really knows

whether the Faun Nymph is friend or foe.



*Shedu Monk* -- Members of an unusually benevolent religious sect.

Shedu Monks never wear armor, yet are so highly trained, they are

rumored to be impossible to kill.



*Merchant* -- As in many societies, a legal bandit.  Merchants are

quite wealthy, but too paranoid to carry around cash.





*ADVANCE INTELLIGENCE REPORTS*



By now you know the History and Tales of Questron.  You may read these

Advance Intelligence Reports now, or you may wait until you are ready

to assault the Land of Evil.



I include a strange tale to pique your interest, and to give you a

clue to my sources of information.  The creature descriptions that

follow are mine, compiled from numerous accounts.  They are not

intended to scare you, but I think only a fool would not feel the

touch of fear.



*433 A.G. - Excerpts from Mesron's records concerning the journeys of

a captured Bzapp*



I am a Bzapp known as Urr.  I am from the Land of Evil and have been

garrisoned both in the Dungeon of Death and the Isle of the Skull.  I

was captured somehow by a Knight, Sir Michael.  He knocked me into a

river to short out my circuits, and gave me to a Questron merchant.

The merchant returned me to Questron where the Wizard Mesron magically

removed my electricity.  I am now harmless, but have no need to fight

any longer.



When Sir Michael failed to return, Mesron sent me back to the Land of

Evil to discover his fate.  I was pleased to learn from a Wretchen Hag

that Sir Michael almost made it to the bottom of the Mountain

Catacombs before he fell to his death.  A Flesh Render found him,

ripped off his skull, and crunched it into his metal boot.  He is

still talked about and will be long remembered in the dungeons.



Life is little valued in the catacombs.  I had almost forgotten the

violence, for only the meanest and strongest survive.  All others are

killed in ritual combat.  I dare not venture far.



After leaving the dungeon, I found two cities in the Land of Evil.

They have immense walls, far larger than those of the Realm.  They

must have magic too, for nothing else could protect them from the

monsters.





(Mesron's description of)

*MONSTERS IN THE LAND OF EVIL*



OCEAN CREATURES



*Sea Shrieker* -- The Sea Shrieker floats silently in the ocean until

a hapless sailor wanders by.  Then, annoyed by the intrusion, it

shrieks so loudly that many sailors have gone deaf and crazy.

Questron's sanitariums are filled with the insane, the sound of the

Shrieker reverberating in their minds.



SWAMP CREATURES



*Slime Golem* -- Legend says that Mantor breathed evil life into the

muck of the swamp.  The Slime Golem reminds one of putrid swamp grass

and decaying animal dung.  It stands on two legs in the swamp mists.

No one knows how large it is, although those who have escaped it claim

sizes of up to 12 feet high.



*Venom Toad* -- This 35-pound toad shoots hundreds of poisonous quills

from grooves in its tongue.



*Mud Walker* -- The Mud Walker has enormous webbed feet, and

inflatable air pouches, which it uses to walk right through quicksand.

While harmless on normal terrain, it is fast enough on quicksand to

grab its victims, and thrusts them into the mire.  Once they

suffocate, the Mud Walker pulls them out and feasts.



*Dryad Squid* -- The Dryad Squid is a magical being.  It lures the

unsuspecting traveler by transforming a tentacle into the figure of a

beautiful nymph.  The other tentacles pretend to attack.  Many a dying

hero has listened to the laughter of the smiling nymph/tentacle.



*Fire Beetle* -- Fire Beetles shoot an acid at their adversaries,

which usually burns off a major portion of the victim's epidermis.

While the victim lies in pain, the Fire Beetles bore into the body,

eating away the central nervous system.



*Rust Worm* -- The peasants believe that Mantor created the Rust Worm.

Legend has it that Rust Worms were once shiny metal, until a

courageous Knight drove them from the land into the swamps.  In any

case, the hide of the Rust Worm is tough as steel.  Its tongue is

fast, and large enough to flick a man off his horse.



*Giant Turtle* -- The Giant Turtle lurks just below the swamp surface.

It is quite slow, but uses methodical movements of its head and neck

to hypnotize any being within eyesight.  Once entranced, the victim

feels compelled to join the Turtle for dinner.



JUNGLE CREATURES



*Blood Brownie* -- Blood Brownies are humanoid creatures, and stand

about three feet tall.  They were once fervent vegetarians until

Mantor taught them to brew the blood of humans into a potent liqueur.

They are extremely agile, and blend remarkably into the background.



*Bone Displacer* -- The Bone Displacer is a mutant gorilla, with very

low intelligence.  In battle it strides single-mindedly forward,

apparently oblivious to weapon blows.  Once in range, it uses its

immense upper body strength to pull the victim's bones and joints

apart.



*Cave Yenog* -- Cave-dwelling untouchables, forever searching for

"og," a slimy ooze they lie on.  Their name comes from their "yen" for

"og."



*Web Dweller* -- The Web Dweller has a humanoid form, with a valve in

its chest to secrete its web material.  The web contains a sleeping

toxin so that victims stick to it and sleep until they starve to

death.  It's not a bad dieting program for those who wake up and get

loose.



*Were Jaguar* -- Don't confuse these creatures with their weaker

cousins, the Werewolves.



*Wolf* -- A nice pet.  Will keep you warm on cold winter nights,

self-heating, not usually housebroken.  A sharp rap on the nose with a

warm spoon will usually bring it into line.  (This is a story Questron

mothers tell their children to help them sleep at night.)



*Tree Gnome* -- Tree Gnomes live deep in the jungle.  They tie young

trees together, so that when the trees reach maturity they form a

fortress in the sky.  Tree Gnomes have learned to eat the fruit of the

Gumba-do-do tree, which imparts extreme acidity to their urine.  Wear

a hat.



MOUNTAIN CREATURES



*Crusher Rock* -- (see dungeon monsters for complete description).  No

one knows how Crusher Rocks ever got out of the dungeons.



*Bzapp* -- The Bzapp was created by Mantor to patrol his dungeons.

Decades ago a group of Bzapps escaped from the Dungeons.  They now

terrorize the surface as they please.



*Army Ant* -- The Army Ant is three feet long, and covered with

asbestos hide.  It has two brains.  When it goes into fight flex,

these brains operate independently.  The first uses psionic rays to

stun its quarry.  The second ignites special stomach gases, and

torches the prey like a flame-thrower.



*Gnome Dweller* -- Thousands of years ago, this parasite invaded the

Tree Gnomes.  I resides in the brain stems of infected Gnomes, and

from there weaves its synaptic fibers throughout their brains.  All

infected Gnomes moved to the mountains, their mutated bodies ruled by

the invaders.



*Ogre Monkey* -- This servant of Mantor uses magic to appear as a

monkey.  Warning: attack on sight.  Destroy him within five blows.



*Gas Floater* -- The Gas Floater creates lighter-than-air gases inside

its balloon-like body.  During attack, it functions like a

flame-thrower by igniting and expelling gases.  Hiccups mean instant

death.



*Orc* -- The Questron Orc lives only in dark mountain caves.  It

leaves its home only at night, for it fears the sun.  During the day,

an orc would be easy to overpower.  At night, its tremendous vision

makes it a deadly foe.



*Snake* -- The Snake is cold, wet, slimy, evil, venomous, and entirely

disgusting.  It is NOT: warm, dry, and pleasant to the touch.  It is:

everything a nasty snake should be.  Bear this in mind.



GRASSLANDS CREATURES



*Fire Dragon* -- The Fire Dragon nests in active volcanoes where it

fills its gizzard with molten lava.  Although not a true fire

breather, one hit of its volcanic spit is deadly.  For its victims,

the difference is purely academic.



*Plains Elf* -- The Plains Elf is hard to see because it stands about

as tall as the grass on the plains.  Throughout the centuries, it has

become very adept at throwing its hunting scythe like a boomerang.



*Morbeth Fighter* -- Morbeth Fighters are the only race powerful and

brave enough to take on the dreaded Fire Dragon.  When they kill one,

they hold an immense ceremony to honor their gods. At this

extravaganza, they serve Knights for hors d'oeuvres.



*Zombie* -- Mantor used his magic to raise an army of the undead.

They aren't worth killing.





(Mesron's Description of)

*DUNGEON MONSTERS*



*Mince Meet* -- Take the Mince Meet's name seriously, for it fits this

warrior's deadly purpose.  He provides fresh meat, of any kind, for

Mantor's mince-meat pies.



*Wretchen Hag* -- Members of an ancient order of bag-ladies, these

decrepit creatures prowl the upper levels of the dungeons looking for

handouts.  They can be recognized by their worn and tattered garments.

If you refuse their request, they tell stories of the "good ole days"

until you beg forgiveness.



*Sparrow Piranha* -- These vile creatures possess stiletto beaks, and

always travel in flocks.  Their brains are telepathically linked for a

coordinated attack.  They methodically "dive bomb" their victims, each

Sparrow Piranha tearing away a small chunk of flesh.  Once one is

killed, however, the others quit the attack.



*Death Guard* -- This lowly creature looks almost human in its long

flowing robes.  It is, in fact, half human - half spirit from hell.

The Death Guard waits patiently to usher the living through death's

dark gate.  But watch out, if it gets impatient, it uses evil to

hasten the trip.



*Invisible Killer* -- The glint of flashing blades is the only visible

sign of this unseen killer.  All weapons and magic are effective

against him, if you can find him.



*Mad Monk* -- A group of Shedu Monks once entered the dungeon.  They

are now insane.



*Knight of Death* -- Knights who enter the dungeons never leave.

While most are killed, some go absolutely mad from the effects of the

dungeons.  Mantor lets them live, for they want no other Knight to

succeed where they once failed.



*God of Thunder* -- The God of Thunder came originally from the Great

Swamp Cathedral.  It created mighty storms, used by Mesron to repel

Mantor's attacks on the Land of Good.  It was captured and imprisoned

by Mantor in a recent raid.  It now lives an unhappy life, forced by

Mantor's magic to attack the Knights it once tried so hard to protect.



*Body Lover* -- If the Body Lover is more than just a giant mouth, no

one has ever lived to report it.  Because it loves bleu cheese and

garlic sauce, its breath is so foul and vile that the stench stuns its

quarry.  The Body Lover swallows its meal whole.



*Body Leech* -- The Body Leech has a compact fleshy abdomen, about 18

inches in diameter, supported by four crab-like legs.  It uses its six

arms to immobilize its adversary.  It leaves no remains, as its

grinding teeth can then devour even the largest human bones.



*Brain Leech* -- Brain Leeches attack only geniuses (intelligence over

40).  They rarely kill their foe.  Instead, they leave the victim

witless, wandering the dungeons without the intelligence to fight off

other creatures.  Thus, in the end, death comes quickly anyway.



*Lesser Evil* -- A Lesser Evil is a very large humanoid creature.  A

single Lesser Evil once stood and fought off wave after wave of guards

for three days before it went back underground to regain its strength.

Unknown why it is called "Lesser."



*Smoke of Hell* -- Nobody has ever seen these creatures, for they are

always shrouded in a putrid smoky mist.  If the smell doesn't get you,

the Smoke of Hell will.  Nobody knows how or why they attack.



*Flesh Render* -- This immense being uses an iron battle-axe to rend

flesh from those it fights.  You may even win the fight, but it has

some special tricks up its sleeve.



*Electric Bzapp* -- An electrically charged spirit, created in

Mantor's Dungeon Laboratories.  This creature roams all dungeons,

attacking only good things.  It uses high voltage to paralyze its

prey, then its power surges to fry the opponent alive.



*Air Golem* -- The Air Golem uses levitation to move about the

dungeon, usually about five feet above the floor.  It moves like

lightning, and attacks by flying past its foe and spraying a cloud of

tiny darts.  Only when its enemy is dead does it land and begin the

feast.



*Knight Seeker* -- Bored with the disco scene, bowling, and country

music, the Knight Seekers were enticed by tales of the exciting

Knight-life in the Dungeons.  Knight Seekers were once refused

Knighthood because of unworthiness.  Now they spend their lives in

service to Mantor.



*Apparition* -- The Apparition was created by Mantor to attack only

enemies of Mantor's realm.  It floats silently and deadly, like an

illusion, through the catacomb walls.



*Meldorn* -- Imagine a common ant, magnified thousands of times.

Mantor imagined your fear, so he performed the feat in his secret

laboratories.  Meldorn can lift up to three tons, or crush a human in

heavy armor.  It is rumored that Meldorn can tear the armor off its

adversary, leaving him alive, but defenseless.



*Soul Buyer* -- This creature belongs to a mystic cult, which believes

that they can capture the souls of those they kill.  If so,

resurrection would be impossible.



*Tiny* -- You have to feel sorry for a giant trapped in a dungeon,

although your feelings will change once Tiny gets a swipe at you.  He

crawls around on hands and knees; eight feet tall from hands to

shoulders.



*Tweester* -- These beauties drop in when you least expect it.

Actually, only female Tweesters attack prey, hanging patiently from

ceiling rocks.  Her razor-sharp pincers dangle, waiting for a careless

meal.



*Ghost Watchers* -- These "beings" are not known to attack.  They

float around the edges and corners of dungeon walls, watching and

waiting for someone.  They are hazy and hard to see.



*Crusher Rock* -- Many explorers have died because they mistook the

Crusher Rock for a giant boulder.  While this heavily armored creature

does look like a boulder, it uses an internal system of weights to

move about, trapping and crushing its victims.  The Crusher Rock then

releases hundreds of tiny beetles to bore into the prey's flesh.  When

they are full, they return to feed their host.



*Blades of Blood* -- The Blades of Blood is actually a mobile fungus,

similar in many respects to its smaller relatives which grow near the

bottom of the dungeon.  It is an excellent swordsman, able to stand

repeated blows before succumbing.  This is because it has no vital

organs to lose, and can still fight with up to half its body gone.



*Stilted Dreb* -- The Stilted Dreb looks so awkward on its long skinny

legs that it keeps only to lower dungeon levels, where the light is

dim.  The Dreb is highly intelligent, and uses its one glowing eye to

hypnotically freeze passers-by.  Watch out.



*Acid Jelly* -- A distant cousin of Acid Peanut Butter, Acid Jelly can

eat through anything: armor, floor, walls.  However, if a human is

already near death, the Acid Jelly can neutralize itself and aid him.

This has been reported only once.



*Mangler* -- This creature is an omnivorous scavenger, always willing

to add fresh meat to its normal diet of worms, mosses, and dung.  Its

giant pincer arms are constantly moving, collecting, dicing, and

transporting food to its tiny mouth.



*Thorad* -- The Thorad is said to be half mammal, half reptile.  Its

eyes are said to be capable of emitting a blinding flash of light.

Warning: it hates weapons of all kinds, and tries its best to destroy

them.



*Lost Piker* -- The Lost Pikers came from an army of Swiss time

travelers.  They lost a battle to Mantor's armies, and now must serve

him.



*Thrawl* -- No one has ever lived to see one, but its name has been

found written in the blood of its victims, who were turned inside-out

and half eaten.







*CREDITS*



Game Design & Programming...............Charles W. Dougherty



Game Theory.............................Gerald W. Wieczorek



Playtesters.............................Ron Van Lent

				        Kris Dougherty

				        John Dougherty

				        Tony Hunter

				        Paul Dougherty

				        Susan Bork

				        Kathy Barker

				        Margie Thompson



Art & Graphic Design....................Louis Hsu Saekow

				        Kathryn Lee

			                William Carman



Typesetting.............................Abra Type



Printing................................A&a Printers and Lithographers


