 
                            Docs for: 
 
 
                     THE DARK HEART OF UUKRUL                    
                           By Broderbund 
                     (Cracked by Public Ememy)
                  (Docs courtesy of Happy Camper)
 
     You enter the Throne Room of the Western Council. Elaris
himself, leader of the council, probably the most powerful figure
in the Western Lands, comes down from the podium to greet you and
tell you why you have been chosen from all the new entrants to
the Council's Training Guild. Elaris bids you to sit at the seats
provided for you, and you are held spellbound by his voice and 
the power of his green eyes. 
 
     "You are the most promising of all the Aspirants, but none
of you has any training in your arts. this is why you have been
summoned. Your fate is to become great beyond the skills of the
Council to teahc. But your fate is slao to walk closer to the
darkness than any from the guild have ever walked before. We
would ask you to walk into Eriosthe itself." Elaris' voice seems
humble when he speaks of your power, as though he were in awe of
the fate which awaits you.

	"Eriosthe, as you know, was the greatest city ever
constructed. Built hundreds of years ago underneath and spanning
the Kalurn mountains it was once the jewel in the crown of the
Western Lands, but that is now part of the faded past; Esriothe
has lain abandoned for may decades now since the flight of the
ancients. What you may not know is that the evil that defeated
the ancients has grown incredibly powerful and now seeks to
poison the Western Lands. That evil is contained in the devilry
of one man, once of the ancients himself: Uukrul." Elaris pauses,
watching youre faces. You realize that the whispered rumors of
trouble in the east were truer than any believed. If Uukrul, whom
all presumed dead, were to strike the west, the suffering and
destruction would be great if not total.

	"Uukrul must be stopped now - We cannot afford to allow his
plans to mature! Eighteen months ago we sent a party of powerful
councillors against the evil. None have returned. Leading that
party was Mara, who guided the council for many years before she
took up this burden." Elaris is silent for a moment and looks at
you with renewed spirit.

	"Our mistake was to underestimate our opponent: he was more
powerful and more cunning than we had thought. He intercepted our
party and trapped them. Their power was not equal to his evil.
Since that time, we have reflected upon our failure, and upon our
enemy's strengths, and we have perceived a road to defeat him.
Uukrul has one fatal weakness; it is the same flaw that will
always defeat evil: his Hubris."

	"We see nowthat Uukrul believes himself unbeatable. Any
threat by a powerful opponent will play into his ands and end in
our defeat. But he could never forsee defeat by a small party of
Aspirants. This is why you have been chosen. If you agree, you
will be transported to the west side of Eriosthe and smuggled
into the mountain city through a secret entrance. Once within the
city, you will be able to learn the skills you need to defeat
Uukrul. In his pride, he will never suspect such a move against
him."

	"Once evil has fallen from the throne, you must destroy the
Eastern passages of Eriosthe so that it never takes root there
again. Eriosthe is too powerful a citadel to allow darkness to
grow in."

	"I will not send you totally defenseless, although any
powerful magic would alert Uukrul to our plans. I have four Soul
Amulets rescued from Eriosthe before it fell, which I pass to
you. Should you die, these amulets will capture your souls and
allow your bodies to be resurrected. The amulet will also allow
you access to the refuges within the mountain city. These
sanctuaries will only open to a party bearing the sould amulets
and will protect you from opponents. (Note: These were used as
the copy protection for the game but have since been removed...)"

	"I can also give you this diary. It was being kept by Mara
and her party and was carried out of Eriosthe by an underground
stream. Some pages have been torn from it, but it may still
contain information to to you on your journey."

	"There is a training Guild within Eriosthe. Within it you
will be able to find other to help you in your task. but I will
tell more of this later..."

	"Know that if you choose to follow the path into Eriosthe
you cannot fail: evil is ever blind to it's greatest weakness.
This is your fate if you chopose it, and the good of the Western
Lands lies in your path. Darkness must fall!"


Introduction:
Welcome to The Dark Heart of Uukrul, a game where you will
explore a single immense underground city, searching for the
means to destroy the incarnation of evil: Uukrul. You underground
world is far richer and more mysterious than any you have
explored before. You adventure will lead you from the simple
passages and markets in the west to the final confrontation in
tha palaces of Adron and the areas of choas to the east. You will
find opponents, challenges, and puzzles of subtlety and depth.
	Your party consists of four aspirants: A Fighter skilled
with weapon use, a Paladin who has the abilit to lay on hands as
well as skill with weapons, a Priest who can all on the gods and
elementals to aide the party, and a Magician whose magical skills
are vital for the parties success. You are a party of novies,
chosen not for your prowess, but for your promise. Only an
inconspicuous party can you enter Eriosthe without alerting
Uukrul to your presence. Once within it you can gain the strength
and experience you will need to defeat Uukrul.
	Within Uukruls' stronghold at the Eastern end of Eriosthe
and throughout the Mountain City are cunning traps, hostile
monsters and mryiad dangers; once Uukrul is aware of your
presence, he will stop at nothing to destroy you.
	But all is not dark. Eriosthe is a huge city and Uukrul has
not corrupted the whole of it. In the west there are still people
who struggle to make an honest living under his shadow. Here you
will find a marketplace with a shop for the purchase and sale of
weapons and other items, a forge for the repair of weapons, a
hospice which will heal your wounds, a mausoleum where your dead
can be resurrected or laid to rest and a guild where you can meet
and recruit other party members. Temples and a Magic Circle allow
your Priest and Magician to advance in skills and powers.

	"There will be friends that you have within Eriosthe, allies
who have braved Uukrul's power to help you. We feel sure that
Mara has survived and is imprisoned by Uukrul. And there is
another who will help you, and ancient adversary of Uukrul's, who
has sworn ro stay until Uukrul has fallen."

Starting the game:
To start the game, boot your computer and type UUKRUL, after a
few seconds you will see the title screen. Press any key and the
Title menu will appear. From here you may Play the game (using a
premade party or your own party), Generate a party, or Utilities.
If you wish to bypass the title menu and game utilities (used to
choose which of your saved games you wish to play from and
assorted character utilities) begin the game by typing UUKRUL -P.

Graphics modes:
The Dark Hert of Uukrul automatically tries to select the best
graphics mode availabe on your machine. To force it into a
certain selction, start the game by typing the follwing.
 
 UUKRUL -V        VGA
 UUKRUL -M        MCGA
 UUKRUL -E        EGA
 UUKRUL -T        Tandy
 UUKRUL -C        CGA
 UUKRUL -H        Hercules Monochrome

Game Utilities:
From this menu, you can:
A) Change the name or sex of any of your characters. Doing so
does not affect their attributes in any way.
B) Restore your game from the last saved position. At each
sanctuary, you will be given the chance to save your game. If you
choose to restore the the game from this backup, anything which
occured after you created the saved game will be forgotten.
C) You can start the whole game over again. This will put the
default party back on your disks as it was originally. You can
then generate another party of your own.

(Multiple parties can be used on a harddrive by giving  a name to
each party of up to seven letters after you create it. Then, you
can start the game with whatever party you wish by typing:
  
 UUKRUL <party name>


Movement keys:
The following key groups allow you to move your party through
Eriosthe.
 
  Q W E            7 8 9
  A S D            4 5 6
  Z X C            1 2 3
 
 (use W-A-D or 8-4-6 while exploring, use all keys in combat)

Characters:
 
	"Your party consits of four characters, one from each of the
ancient diciplines: A Fighter, a Paladin, a Priest, and a
Magician. The balance of the four diciplines allows you to use
the soul amulets and sanctuaries. Only as a team will you defeat
darkness."

	Before you start to explore the city of Eriosthe, you must
generate your own party of four characters. You are asked several
questions about the characters to shape their personalities. You
should consider your answers carefully, as the character
attributes determined here are important.

The Status Area: Wile playing the game a summary of each
character is presented in the status area. This is always shown
in the order of 1: Fighter 2: Paladin 3: Priest 4: Magician. Each
line shows the character's name, armor class, health state and
hit bar. More details about each character can be found by
examining hte character profile.

Armor Class: The higher the armor class, the less chance of being
hit, and less damage taken from a hit.

Health state and Bar: The health state shows if a character is
afflicted by poison, paralysis, etc. The health bar shows how may
hit points are left. When this bar reaches the lower colored
zones, the characters actions will be impaired until their wounds
are healed. A list of some posssilbe health states follows:
 
Healthy: The character fights and acts as normal.
Weak: The character has sustained sufficient wounds yo impair his
actions somewhat.
Hungry: The character will become starving in food is not found
soon.
Starving: The character will lose hitpoints and eventually die
unless food is found.
Stunned: The character is temporarily stunned and cannot fight or
act coherently for a short time. Stunned characters may move
around normally.
Poisoned: The character will lose hitpoints gradually until the
poison wears off or is cured.
Plagued: The character will lose hitpoints steadily unless cured.
Plague is contagious, and may infect other party members.
Critical:  A character has sustqained so many wounds that he is
incapable of acting or fighting and can only move. A critical
character is close to death.
Dead: A dead character will be carried by others in the party. A
dead characterr can only be resurrected at teh Mausoleum, but the
chance of resurrection suceeding decreases as the corpse ages. A
corpse bar replaces the hitbar to show this state.

The most serious health state will be shown in the staus area, if
other apply as well, a small triangle wil show in the staus line,
and a list of afflictions can be foiund in the character profile.

the hit bar is divided into three sections, HEALTHY, WEAK, and
CRITICAL. The bar showas a characters hitpoints relative to his
maximum hit points, not the actual number of hits points.
Therefore, a blow would remove more of the bar from a magicain
than a fighter because a magician has fewer hitpints to lose.
Actual hitpoints can be found in the character profile.

The character profile can be viewed using the "EXAMINE" option.
The profile reveals:
A status line identical to that in the status area
The character's sex (which has no effect on game play)
The character's class (Fighter, Paladin, Priest, Magician)
Sub-Class (The character's rank in his class)
Hit points
Encumbrance (how much weight is carried)
Maximum: The most a character can carry
Experience points-Gained in combat (the one who kills the monster
gets the most points) gained by solving puzzles and avoiding
traps.
Skill level:Shows the character's progression in his class, it
controls effectiveness in combat, ability to use special weapons,
to gain rings for spellcasters (more than one ring may be granted
per level, level is not the sole determiner).

Attributes: (Range from 0-20, but magic may increase it beyond
these levels)
Strength: affects all characters, especailly the fighter and
paladin--important in fighting.
Piety: important for priest, as it determines progression through
priestly abilities. Piety also affects the chance of withstanding
attacks by undead.
Intelligence: Important to magician, as it affects his
progression through magical abilities.
Dextderity: reaction speed and agility in combat.
Vitality: Determines a characters ability to withstand wounds and
resist diseases. Also important when resurrecting a character who
has died...

The profile also shows the armor, weapons and rings being used by
a character...

Inventory:
Each itme carried is represented by it's picture, and index
letter, a name, and an indication of whther or not it has been
identified. If an item can be worn as armor or used as a weapon,
it's letter will be highlighted when it is being worn or wielded.

When a charqacter first finds an object, it's true identity may
not be obvious. a "?" next to it's letter signifies that the item
has not been identified. The name is what it appears to be, not
necessarily what it truly is. The "?" is also used to identify
keys which have not been used to unlock anyhting yet.

Inspecting an item will give you a description and may give clues
as to it's use. Broken items (except for some weapons which can
be reforged) and used up items should be thrown away.

If you DROP an item, it will be lost forever, but you can store
items by dropping them in sanctuaries, where they will be kept in
a cache until you come back for them.

To ready a weapon or armor, choose which you want to do. The
items which can be used as armor or weapons will have their index
letter highlighted. Some weapons are usable only by certain
classes, or require a base level of skill to be used. Either
trade the item to the proper class, or try again later when you
gain levels.

From the inventory screen, you may exit with RETURN, or go to
another inventory by pressing the number of the character whose
inventory you wish to view.


The Fighter:
   "Your fighter is your best attack where you cannot use magic:
strength and prowess will conquer many foes. And when all others
are falling, your fighter will have the strentgh to guide you
back to safety."

Fighters are the strongest chatacters, and have fighting
abilities above that of all other classes. Your fighter will
prove invaluable in combat.

His strength allows him to carry a greater weight of items, and
he can use his brawn in other situations while exploring the
Mountain City. This strength is important when carrying the great
weight of armor needed to protect fighters from powerful
opponents.

The fighter can use all the heavy and powerful weapons available
in Eriosthe. Some weapons are particularly effective against
certain creatures. Your fighter can change weapons instantly to
make use of this. This is also useful when changing from a broken
weapon to a new one. A fighter can strike in the same combat
round, while a priest or magician would take a full round.

The Paladin:
    "Your Paladin is a holy fighter whose virtue conveys special
powers. In battle the power of laying hands will often tip the
balance in your favor."
	Paladins are fighters who have extra powers conveyed to them
because of their virtuous nature. Althougth a Paladin lacks the
great strength of a fighter, his skills in battle are
considerable, and he too can use any weapon or armor and change
weapons instantly.
	You Paladin's goodness allows hime to lay hands on another.
A Paladin can only lay hands during combat, as it requires a
trance-like state brought on by the presence of an enemy.
	If a Paladin lays hands on another charcter, that character
will be healed. If the Paladin lays hands on an opponent, the
opponent will be wounded. Laying hands will always drain some hit
points from the Paladin. the strength of the effect depends on
the skill of the Paladin.

The Priest:
	"Your Priest can petition the gods to aid your party in your
quest. The forces of 0the gods flow through his veins and allow
him to commune with the proud spirits of the ethereal planes in
battle."
	Priests may also wage battle with limited weapons, but they
will not be as effective as Paladins or Fighters. Their greatest
value lies in their communion with the gods.
	Priests are able to invoke help from the gods through
prayers kept in the priest's Book of Prayers. The gods may answer
such prayers, but their response is never certain. The Priests
are also able to call forth Elementals to fight alongside the
party in combat and their holy calling allows them to turn undead
foes.
	A Priest's rings are ranked in order of metal--Iron (Fe),
Copper (Cu), Silver (Ag), Gold (Au), Platinum (Pt), and Crystal
(Xt). As your Priest advances in expirience he will be awarded
more powerful rings from the shrines within the temples: These
will give him greater success in his communion with the gods. The
rings your Priest wears are shown in the character profile.
	Your priest will serve four gods:
UFTHU: god of War
Drutho: God of the Underworld
Golthur: God of the Physical Self
Fshofth: God of the Spiritual Self

Each god has a set of prayers that a Priest may intone. The
chance of a god answering a prayer depends on the power of the
prayer and the ring that the priest possesses for that god. The
god may choose to ignore the Priest's prayer, and indeed may
choose to punish a lowly priest for rash prayers.
	Every prayer, successful or not, demands a toll of your
priest's Virtue Points. This represents his spiritual energies,
and regenerate slowly to a maximum. The virtue points are shown
in the character profile. If your priest does not have enough
virtue points to recite a prayer, it will not be heard by the
god, and will not be answered.
	To pray to one of the gods, choose teh INVOKE option when it
is presented in a menu. Your Priest's remaining virtue points are
shown, and you can type the name of the prayer to recire it, or
press return to leave without doing anything.
	Also in combat, a Priest may attempt to Call an Elemental.
If you call an elemental, you are asked to choose from which
plane. The planes are Air, Earth, Water and Fire, increasing in
power respectivly. Elementals fight independantly with the party
against a common foe until combat is finished or they have
discharged their duty. Your Priests chances of calling forth an
elemental depends on his skill. Calling demands a toll on your
priest's energy. (Note: Usually, you must have at least 60 virtue
pionts available to summon an elemental. It will not drain that
many points, but you must have that many when you start...)
	A Priest may also attempt to turn undead. If successful,
this will make undead creatures (Such as skeletons, corpses,
etc..) flee from the party and may damage them. The chances of
successfully turning the undead depends on his skill, but can be
improved by carrying one of the holy crosses which can be found
or bought.

The Magician:
	"Your Magician knows magic and it's subtle ways. Without
magic to protect you and combat your foes, you would surely
perish in the devious passages that Uukrul has prepared."	
Magicians are not strong of Physique and can fight only with
light weapons. they are best kept away from the attacks of
powerful opponents. nonetheless, your magician's skills are vital
to your success. A magician's power lies in his wide range of
magical spells, kept in his Book of Spells. Unlike a Priest's
prayers, a spell will always work if correctly cast.
 
There are five discipline of magic:

FIRE: Spells which are weapons of heat and flame, used to combat
your enemy.

FROST: Spells which harness the cold power of choas for combat.

PROTECTION: Spells which protect your party from attack.

HEALING: Spells which heal members of your party and cure
disease.

Knowledge: Spells which extend and augment the mental powers of
the magician.

	In order to harness these spells, you magicain must make use
of his rings of power. Each spell requirse a minimum ring to
cast. The power of the ring is indicated by it's metal, and like
Priest's rings, they are ordered (Fe,Cu,Ag,Au,Pt,Xt).
	As you magician's skills increase, more powerful rings will
be awarded at the Circle of Magicains. the rings your character
wears are shown in the character profile.
	Each spell demads a toll of your magician's psychic points.
If there are not enough psychic points to cast a spell, it cannot
be attempted. Psychic points will slowly regenerate to a maximum.
	To cast a spell, select CAST when it is presented in the
menu. Your Psychic points will beshown and you may enter the name
of the spell or press return to cancel.

Food, Money, and Items.

	There are many different kinds of items in Eriosthe, ranging
from the simple weapons and armor easily purchased, to the
mysterious, magical and special items that have lain hidden for
eons. Many items will have special effects when used in a
particular way (i.e. throwing the bones at wolves and dogs may
sometime distract them). The effect may vary with the way you use
the item. For example, a powder may heal wounds when applied to
someone's body, but may be poisonous if swallowed. In such a
case, when you selected USE an item from the menu, it would ask
you if you wanted to APPLY IT TO SOMEONE or SWALLOW IT. Sadly,
each item will initailly hide it's true identity, so you may not
be aware of it's true use. However, their is a sage within
Eriosthe who can help you by identifying items and telling you of
their uses. He is getting old however, and has forgotten of of
the less important ones...

Money: All money is pooled among the party members, the currency
used in Eriosthe is the "tonk", an old coinage made of small
coins of various precious metals. the symbol for it is next to
the amount of money shown.

Food: As you walk the passages, you will gradually use up your
food supply. An indication of the food your party carries is
shown by the pips in the icon area during exploration. when your
food runs out, characters become hungry, and will soon begin to
starve and lose hitpoints if food is not located. Food can be
bought at the shop, but is much harder to find in the depths of
the maze. There is a limit to the amount of food your party can
carry.

Exploring Eriosthe
	"Eriosthe has fallen from it's glory. Gone are the jewel
encrusted palaces, gone are the marbel atriums. Much has fallen
into decay, adn Uukrul has laid many snares in the passages,
corrupting their path. As you explore towards the east, the
sanctuaries will become sparser, the passage forward becomes more
obscure, the danger supreme. To survive you will need to be wary
of every breath and step."

Commands used while exploring:

Cast: Cast a magician spell
Invoke: Cast a Priest spell (prayer)
Search Walls: Search for secret doors - will not find magically
hidden doors. this searches all walls of the your party occupies,
therfore it is possible to find a secret door on a wall which you
are not facing.
Heading check: Tells what direction the party is heading
Examine party: View character profiles
ESCAPE: Save game and keyclick menu. (Not listed on menu, but
it's there)

Sanctuaries are special rooms created by the ancients for rest,
they are safe havens which evil's power cannot penetrate. when
you enter a sanctuary for the first time, all wounds and ills of
the party are healed. If you return to a sanctuary, REST TO
RECUPERATE will recover spell points and heal a parties wounds,
though this uses up food and time. SKILL LEVELS will let you see
har far you have until your characters achieve the next level in
their profession. to use the Cache, examine a character's
inventory, and then drop the item you wish to store in the Cache.
It will be kept safe there for you until you use teh OPEN CACHE
command to retrieve it. Each santuary has a teleporter next to
it. the BACKUP GAME option (ESC to get this) will save your game
under a different name. You can restart from this point even
after you have later saved the game by using the Utilites found
when you boot the game.

Grates: Once unlocked, it will remain unlocked.
Inscriptions: The Translate with NGOS option will have you priest
cast NGOS, using his virtue points, some require many
applications of NGOS...
READ THE MAP: Will show you the map or drawing.
Pits and roof openings: A rope will let you climb up or down
safely.
Secret doors: Face the door if you want to use any spells on it.
Teleporters: Teleporters allow quick travel between known areas.
Merely type in the name of the teleporter you wish to travel to.
If you have not been to a teleporter, you cannot teleport there.
(No more 15 minute walks back and forth from town to unexplored
dungeon)---Other teleporters have buttons, and will teleport you
to areas determined by which button you push. However, there may
not be a teleport link back!
Mapping: Mapping is done automatically, with labels (A-Z)
available to the player to mark special areas. Shaded squares are
explored, unshaded are not, other icons shown on the map are teh
party, doors, secret doors, grates, sanctuaries, stairs (up and
down) and roof openings and pits.
	"The passages of Eriosthe are many and tortured, so the
council have provided you with a magical map. Thsi map will
record you every step and save you from a lonely fate lost in
some forgotten passage. Take care however, for some magics will
prevent it from being true..."
	"The passages are no longer safe. Many evil things have
crawled into Eriosthe since it fell, and Uukrul has taken the
most evil and warped them to his purpose. As you journey east,
the strength of your opponents and their cunning will increase.
To survive you will have to grow in power and fight as a hundred
men."

Combat (generalities)

	Combat oocurs in a top view of the room in which the
encounter occurs. Each character of your party will be shown,
along with the location of the monsters. Combat consists of two
phases, the first is movement. All characters and all monsters
will have the chance to move, the order of movement is determined
by initiative and also by your dextderity, with the fastest going
first. some monsters may move more than once, and each uses
different tactics, from charging immediately, to doing it's best
to avoid you so be prepared. Some monsters also have ranged
weapons. Surprise allows the surprising party on complete round
of moves and attacks before normal combat starts. If you do not
wish to move a character, hit the spacebar to skip his turn, and
then when you have moved all the characters you wish to move, hit
return to end the movement phase. (It will end automatically if
you move all your characters). To run from Combat, you must have
one character next to an exit, and the other characters close
enough to escape also. When you escape, the monsters are allowed
to strike at you as you flee, and you will find yourself on the
other side of the exit. This can sometimes be used to bypass
extremely tough encounters.
	The second phase is actually combat. You may only attack
with the weapon you have readied (fists count as a readied
weapon) and you may not attack or be attacked diagonally. If you
have several possible targets, you will be asked which you desire
to attack. This segment is also where spells may be cast, or
elementals called. Being hit does not prevent a caster from
casting a spell that round. Some monster do have special attacks
(such as fire breath and plague infection), you will need to find
the best strategy for dealing with such creatures. 
	When you first enter the encounter, you will be told only
what the enemy looks like, you must wait until they attack to
discover their exact identity. (i.e. Bats, Cave Bats, Vampire
Bats)
	Pressing ESC during combat will bring up the combat options
menu, which will show you a summary of your Mage and Priest
energires, a weapons summary, the message delay time, and an
option to start automatic combat (letting the computer run your
characters in combat. pressing ESC will end auto combat.)
	Message delay can be set from 0-9, whith 9 keeping messages
on screen the longest, and 0 supressing unimportant messages. 1-9
will always display all messages, only the amount of time
changes.

Experience and treasure
	A combat will last until one side is dead, or you run away.
If you defeat the enemy, you will gain experience according to
the amount of valuable work each character contributed to the
combat. As a general rule, the one who administers the killing
blow will gain the most experience. Less experience will ge
gained if you run from a combat, and of course in such a case, no
treasure will be recovered.

Resurrection
"Uukrul will be doing his evil best to kill each of you.
Fortunately, each of you will carry one of the soul amulets, Each
will preserve the soul of one who dies while wearing it, and
allow that body to be taken to the high priest of the white order
for resurrection."

	If you wish to resurrect a character, do it quickly, as the
life force fades with each passing moment. Even if done quickly
however, resurrection demands a high toll on the character's
vitality and expirience...
	If it fails, you can get a replacement from the guild in
town.  Should misfortune strike, and your whole party lie slain
in the depths of Eriosthe, you had better hope you have a friend...





A Letter from the Authors: (those neat kind o' guys)
        Eriosthe has been designed to fell like a huge, real place. It's
passages don't fit into boxes, but spread out following the caverns and
passages of the mountain. Don't be too concerned about moving up or down
stairs: the progression in difficulty comes between sanctuaries rather
than up and down between "levels".
        The game's emphasis is on depth of play and quality of the
puzzles. It's not just another "bash the monsters" fantasy game. We
could give you figures about the number of monsters, or the maze size,
but that's not the point. We hope you find the puzzles challenging and
tortuous with out them brickwalling you. Nothing pleases us more than
watching someone who has played the game for hours realize that the game
has even more subtlety...
        The monsters, items, and maze elemnets have been designed to
work together to make interlocking puzzles. Don't be afraid to try
things out, it's often the only way you will find out how they work.
        We can't stop you from using backups of your party (or cheats),
but we designed the game so that it will be best when the death of a
character really means something: play cautiously, resurrect and make
use of the mausoleum and the guild rather than going to a backup
whenever someone dies. You'll find it a much better game.
        We are confident that the climax will prove surprising and fresh
for even the most jaded palates. It sure impressed our (very hard to
please) playtesters.
        If you've just bought a copy of The Dark Heart of Uukrul
(*snicker*), we hope that you'll find it the best game you've ever
purchased. We've put in an incredible amount of thought and work, not
only into design, but also in polishing the code till we se our faces in
it. We hope this translates directly into your enjoyment.
        Above all, enjoy exploring a new universe and fighting evil in a
new guise...



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                      \\//           Warehouse 1
                      //\\-treme        (801) 561-2725
                    //    \\                 PC Pursuitable /UTSLC/
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