NOTE: These docs were originally typed for the apple version of Moebius II: 
Windwalker.. I have converted them so IBM users will be able to read them. I 
didn't have time to reformat the entire document.   -Lord Satanikin

 _____________________________________________________________________________
|        Club 96  -=>            Windwalker 2e             <=-  Club 96       |
|        Presents....          Tales of Moebius!           Presents....       |
|                                                                             |
|  Kracked By: The Necromancer                                                |
|                               Special Thanks To/Documents By: The Mechanic  |
|_____________________________________________________________________________|
 
 
                           APPLE II QUICK REFERENCE
 
 
WINDWALKER and YOUR COMPUTER
 
Introduction
 
Refer to the Mystic Runes Manual for details of game play not covered in Quick R
eference
 
System Requirements
 
An Apple IIGS, IIc, or IIe with 128K of memory is required.  NOTE: To Apple IIGS
 owners: It is recommended that the system speed be set to "FAST" when playing W
indwalker.
 
Diskettes
 
Windwalker diskettes are labelled to indicate Side 1,2,3, and 4.  They are refer
red to as "Magnetic Scrolls" within the game.
 
Sound/Volume Control
 
You may turn off the Windwalker sound effects volume by pressing "S" immediately
 after turning on your computer or from the option list during travel (See Speci
al Options).  NOTE: To APple IIGS owners: The system sound volume can be adjuste
d from the Control Panel before booting Windwalker.
 
Selecting Options From Lists
 
Whenever you are presented with a list of options during play, press the UP or D
OWN arrows or the SPACE BAR to select an option.  When your desired selections i
s highlighted, press RETURN to accept it.  If you wish to exit the list without 
selecting an option, press the ESCAPE key.
 
In Case of Difficulty
 
Refer to the section on Troubleshooting should the game not perform in accordanc
e with these instructions.
 
 
TO BEGIN PLAY
 
Start Play
 
1)  Put Magnetic Scroll 1 into your disk drive, label side up, and turn on your 
computer.
2)  After a short wait, the Windwalker title page and opening sequence will appe
ar.  When ready to process, press any key to bypass the title sequence and enter
 the presence of Moebius.
3)  Once in his presence, press any key to rouse him from his meditation.  After
 Moebius greets you, he will ask you your name.  Type your name and press RETURN
.  Should you make a mistake, press the ESCAPE key to clear your name and reente
r it.
4)  Moebius will welcome you and offer you the choice of Training or Venturing F
orth.  You may also press the ESCAPE key to go back and enter a different name.
 
Training
 
Select TRAIN if you want to practice you combat skills.  Refer to the sections o
n Combat for more details instructions.  Should you wish to stop training during
 combat, press the RETURN key.  This will return you to the presence of Moebius.
 
Venturing Forth
 
Select VENTURE FORTH when you wish to begin an adventure in the world of Khantun
.  If there is an adventure in progress previously saved under a different playe
r's name, you will be given the option to abandon it and begin a new adventure u
sing your name.  Otherwise, you will continue the adventure in progress.  Any pr
eviously saved adventures must be abandoned before a new adventure can be starte
d.  Refer to Special Options for assistance.
 
 
PLAYING THE GAME
 
The Adventure Display
 
When adventuring, the following display is shown:
 
Its Mech, interrupting because of a picture...
 
Boot the game
When in an adventure there is the background that is called the Travel Window.
That face is you, which is known as the Player Character (PC) Icon.
Where your name is displayed is known as PC's Name.
That Blank Black Bar on the bottom of the Travel Window is for System Messages.
The first  set of beads on the top right is the PC's Body   attribute.
The second set of beads on the top right is the PC's Spirit attribute.
The third  set of beads on the top right is the PC's Honor  attribute.
The fourth set of beads on the top right is the PC's Karma  attribute.
Right below the fourth set of beads is the PC's Current Order of Enlightenment.
 
Moving About in the World
 
To move over land or water, press one of the direction keys listed below.  Note 
that there are two indentical sets of directions keys for either right or left-h
anded play.
 
           Left Handed Play                Right Handed Play
 
           ESC - Special Options           DEL - Special Options
 
           TAB - Interact                  RTN - Interact
 
            Q  - Northwest                  I  - Northwest
            W  - North                      O  - North
            E  - Northeast                  P  - Northeast
            A  - West                       K  - West
            S  - PASS                       L  - PASS
            D  - East                       ;  - East
            Z  - Southwest                  ,  - Southwest
            X  - South                      .  - South
            C  - Southeast                  /  - Southeast
           OA  - Fast move                 OA  - Fast move
 
The arrow keys may be used in place of the North, South, East and West keys.  To
 rest in place for one turn, press the PASS key.
 
Press and hold the Open-Apple key along with the desired direction key to move t
he PC at a quicker,though fatiguing pace.
 
 
The Combat Display
 
When in combat, the following display is shown:
 
Its me again Mech, another picture.
 
Boot the game and get into a fight.
The background at the fight is the Combat Window.
The dude on the left side is the Player Character (PC).
At the top Right Corner of the screen, the beads, are the PC's Body Attribute.
The d00d on the right side is the Combat Opponent.
 
Defending in Combat
 
Using the space bar to toggle between Concentration and Intuition modes.  The PC
's maneuvers in combat are controlled using the following keys.
 
                  Bare handed               With staff
 
                 I  - High Kick           I  - High Kick
                 O  - Punch               O  - High Swing
                 K  - Back Kick           K  - Back Kick
                 L  - Front Kick          L  - Front Kick
                 ,  - Cartwheel           ,  - Thrust
                 .  - Handspring          .  - Low Jab
 
Commands for Both Bare handed and With staff
 
               TAB - Break and run       RTN - Break and run
                A  - Step forward         S  - Step Backward
                Z  - Scoot Forward        X  - Scoot Backward
               SB  - Switch between Concentration and Intuition Modes.
 
 
INTERACTING WITH THE WORLD
 
Your Possessions
 
Whenever you wish to examine or use one of your possessions, press RETURN, follo
wing by the PASS key (S or L).  You will be presented with a list of the items t
hat you currently possess.  Select the item you wish to examine or use.  For exa
mple, when you wish to sleep, you should select the Straw may from your possessi
ons, When you are hungry, you may eat by selecting Food.
 
Inhabitants of Khantun
 
When you wish to interact with an inhabitant of Khantun, press the RETURN key fo
llowed by the direction to the person or creature you with to interact with.  Wh
en speaking to people, you may discuss different topics.  Listed under these top
ics are the keys words you know.  When you ask someone about a key word and you 
hear a chiming sound, you have had another key word added to one of your topic l
ists.  It is advisable to occasionally converse with persons you have spoken wit
h before, using the new words you learn -- they may have new things to tell you.
 
Inanimate Objects
 
To interact with or examine an object in the world, move up to the object and "b
ump" against it.  If the object is something that can be examined, a message wil
l appear telling you what you have found.  For example, bumping into a scroll on
 a table will result in the scroll being opened and its contents reveals.  Bumpi
ng into a doorway will cause you to pass through the door into or out of the bui
lding.  When you wish to board a sailing vessel that you own or have taken in ba
ttle, bump into the front end of the craft.  When you wish to disembark from the
 craft, you can drop anchor by selecting that from your inventory.
 
 
SPECIAL OPTIONS
 
Special Options List
 
While travelling in Khantun, press the ESC or TAB key to display the Special Opt
ions list.  The options are:
 
Save - This will save the adventure in progress for later recall.
 
Recall - This will recall the adventure from the previous save.
 
Save and Quit - This command will automatically save the game and prepare the
                computer to be turned off.  This command must be issued to end
                your game session.  Failure to use this command will cost the
                PC one karma bead on the next recall/restart.
 
Abandon - This will abandon the adventure in progress and erase it permanently,
         allowing a new adventure to be started.
 
Sound on/off - This will switch the game sound on or off.
 
 
TROUBLESHOOTING
 
Failure to Start Properly
 
If the game fails to start properly, perform the following sequence:
 
1)  Turn the computer off.
2)  Make sure the computer and its parts are properly installed.
3)  Reinsert the WINDWALKER disk, side 1, label-side up, into the drive.
4)  Turn the Computer on.
 
If this sequence fails to start the game, you probably have either a hardware or
 software problem.  If possible, try starting the game on another computer to ve
rify the problem, or, consult your software dealer for assistance, or try d/l'in
g it again, may be a bad download.
 
"Check the Magnetic Disk" message
 
If during play you get a "Check the Magnetic Disk" message on your screen, make 
sure that you have the correct disk properly inserted in the disk drive when the
 drive door is closed.  All characters information is saved to Magnetic Disk 4, 
which can be copied to permit the play of more than one simultaneous games.
 
________________________________________________________________________________
 
                        THE MYSTIC RUNES OF WINDWALKER
 
 
        The Making of Windwalker...
 
        As Windwalker's development cycle was winding down, ORIGIN's art directo
r asked the game's author, Greg Malone, to provide samples of his research mater
ials to use in documentation and packaging.  What the art director received was 
astounding, and provides great insight into the author's attention to detail and
 commitment to authenticity during the making of Windwalker.
        Realistic, player-controlled martial arts maneuvers provide the focus fo
r the fast-action sequences in Windwalker.  Texts such as "Ninja: Warrior Ways o
f Enlightenment" and "Zen in the Martial Arts" were the primary sources used to 
identify the weapons and tactics employed by the fighting men of the ancient Ori
ent.  Books could not, however, provide the detailed imagery needed to accuratel
y depict the intricate movements in the varied disciplines of the martial arts. 
 Greg went the extra mile, tracking down experts, and shooting hours of video ta
pes and hundreds of still photographs of the live models in action.  These image
s were then digitized and incorporated into the real-time, combat graphics.
        As you explore the lands of Windwalker, you will be taken by the Orienta
l flavor of the visuals - the character icons, the architecture, the flora and t
he fauna - in this unique world.  Only Greg's painstaking research and the knowl
edge he acquired through books like "The Archaeology of Ancient China," "Orienta
l Art: A Handbook of Styles and Forms," and "The Japanese Garden: Islands of Ser
enity" could bring such vivid imagery to the computer screen.
        While Windwalker does not represent a specific historical or geographic 
perspective, you will discover an adventure that embraces the philosophy and cul
ture of the Orient.  The influence of works including "Chinese Mythology," "I Ch
ing, The Book of Changes," and "Chinese Herbal Medicine" become evident as you i
nteract with the diverse characters, and pursue the intriguing rewards of the ga
me.
        Windwalker may have been designed primarily as entertainment, but the ex
perience of playing the game encompasses much more.
 
 
                                 WINDWALKER
 
Table of Contents
 
1) The Summons From Moebius          2) The World Below
3) Objects of the Realm              4) The World Above
5) Making Your Way in the World      6) Defending Yourself
7) Orders of Enlightenment
 
 
                          THE SUMMONS FROM MOEBIUS
 
                  (Hexagram 35: Earth below, Fire above.)
 
Progress.  The sun rises above the earth.  So does the enlightened person reveal
 virtue.  Conditions favorable for progress.  Help others through cleverness and
 virtue.  - I Ching
 
        Greetings to you, my disciple.  I am Moebius, called the Windwalker.  I 
walk the boundaries of Time, Space, and Thought as an observer of the ways of hu
manity.
        You seek training and enlightenment.  To this end I send you into the wo
rld of turmoil to bring forth justice.
        Good must always give way to evil, evil to good; that is the Way.  In my
 travels I have found a new evil in the realm of Khantun.  Not since the rebelli
on of Kaimen have i witnessed such a blight.  Enter that realm, dispel darkness,
 and, if you can, achieve enlightenment.
        The goal is distant, the test arduous.  At times it may prove more pract
ical to avoid a threat than to face it.
        So long as you use your wits and cleave to the Way, your karma will sust
ain you in this world.  Should you fail in correct persistence, dark spirits wil
l carry your spirit away to face the Mirror of Truth, and you failure will come 
back to mock you forever.
        Now heed my teachings, that you may gain enlightenment.
 
 
THE WORLD BELOW
 
        (Hexagram 23: Mountain above, Earth below.)
 
        Deterioration.  The weak earth cannot support the mountain.  The realm d
eteriorates.  Enlightened people stabilize their lives through generosity toward
s less fortunate.  - I Ching
 
        How revered is Choa Ti, the Harmonious Emperor!  His wise policies broug
ht peace for all his subjects.  He opened the way for trade with the distant lan
d of Nubia.  In Choa Ti's reign of three score years no foreigner has dared to i
nvade Khantun.  Achieving venerable age, Chao Ti governed with the mandate of He
aven.
        Yet evil always lurks; it is the Way.  One of the Emperor's Warlords, Zh
urong, recently returned from a mission to Nubia.  Though he was ordered only to
 explore, the ambitious Zhurong turned to conquest.  He pillaged Nubia's princip
al city and kidnapped the Ivory Princess, daughter of the Kind of Nubia.
        The princess, once heiress to a continent, now inherits only sorrow as Z
hurong's slave.
        Zhurong returned to Khantun filled with ambition and dark purpose.  He h
as conspired with the court alchemist, Shen Jang, to overthrow Emperor Chao Ti. 
 Together the two usurpers have imprisoned the Emperor and his wife as hostages.
  Zhurong now sits upon the ornate Nightingale Throne.
        Since the tyrant Zhurong rules without the mandate of Heaven, thousands 
have resisted his rule; before many witnesses, his troops massacred the proteste
rs.  Zhurong bands discussion of the vent and outs forth lies that the massacre 
never happened.  Even more than his blood thirst, this contempt for truth shows 
he is unfit to rule.  To cut off further resistance, Zhurong has conscripted mos
t able-bodied men to work the faraway jade mines.
        Meanwhile, the crazed alchemist has brought forth evil spirits to take p
ossession of Khantun's holy shrines.  At each new moon, evil spreads across the 
land line a rising river.
        The priests and monks are sworn to non-violence; the cowed peasants make
 no resistance; some protesters have fled to the hills and caves, but they canno
t organize.  You alone, my disciple, must overthrow Zhurong, defeat Shen Jang an
d his evil spirits, and restore the Harmonious Emperor to his Nightingale Throne
.
        Learn now the nature of this realm, that you may move freely in it.
 
 
The Realm of Khantun
 
        The island of Khantun rise from the Boundless Ocean like the shells of s
ea turtles.  Some islands, large as continents, hold villages and even the Imper
ial palace.  Smaller islands stretch from them like the beads of a jade necklace
.
        The climate is fair through most of the realm.  Storms may arise at time
s.  The enlightened person seeks shelter indoors, to avoid the peril of lightnin
g strikes.
        As you visit these lands, mark the passage of time.  As night succeeds d
ay, so do the phases of the moon mark the passage of the months.
        I place you in this realm upon a full moon night.  As the moon wanes tow
ard new, beware.  Of late, the nights of the new moon, when the sky is at its da
rkest, have brought terrors upon the populace.
        In the body of a humble fisherman, you begin your test in the small fish
ing village of Xiang Loh.  Only a few people survive here.  Speak with them to l
earn your first tasks.  You may procure supplies at the merchant's store.  Searc
h for medicine man to meet the needs of health, and pray at the holy shrine to r
estore your spirit.
 
 
Travellers' Tales of the Realm
 
        As part of the test, I give you no more information about the world than
 the residents of Khantun know themselves.  In this isolated village citizens kn
ow of the further reaches of Khantun's geography only as mysterious places menti
oned by passing sailors.
        To the northeast, across the inner reaches of the Boundless Ocean, lines
 the Emperor's Celestial Palace.  Here Zhurong sits upon his usurper's throne, a
nd the made alchemist pursues his unholy researches.  Here the Emperor and his w
ife lie imprisoned.
        None may enter the Palace, save for harmless monks.  Even Zhurong dares 
not anger the heavenly realm by refusing them admittance.  The guards arrest and
 imprison all other entrants.
        Beyond the Palace lies the Monastery of the Sanctified Order of the Enli
ghtenment Khisa.  In this peaceful place monks take vows to silence and practice
 the regimen that leads to enlightenment.
        Beyond the land of the monastery no traveller goes -- partly because leg
end claims that across the ocean lies the Isle of the Dead.  This mysterious rea
lm is an island shrouded in perpetual storm.  Here monsters dwell and demons roa
m freely.  A mortal traveller cannot hope to survive for long without magical pr
otection.
        Past the lands of Khantun lies areas you cannot hope to visit during you
r test.  Beyond the reach of maps lies the continent of Nubia.  Far across the o
cean in an unknown direction are the Imperial Jade mines.  Your test will not ta
ke you to these distant lands.
 
 
Personages of the Realm
 
        Here I share with your descriptions of persons and creatures relevant to
 your task.
 
 
The Imperial Court
 
The Harmonious Emperor, Choa Ti
 
        Choa Ti ascended to the throne after decades of chaos under the Fifteen 
Mad Emperors.  In the "Thousand Beautiful Days" that followed he restored author
ity, expunged corruption, regulated the currency, created schools, established t
he civil bureaucracy, and resurrected the Imperial state ceremonies.
        The duration of peace is his reign has never been equalled in the long h
istory of Khantun.  The Emperor remains handsome in his venerated old age.  His 
rich garments depict dragons and mystic symbols.
        The third and fourth fingernails on each of his hand have grown to no le
ss than nine inches long!
        Overthrown in he 62nd year of his glorious reign, the Emperor now lies i
n a cell in the prison tower of the Celestial Palace.
 
The Empress, Cheng Sing
 
        Once a mere concubine, Cheng Sing so rose in the Emperor's esteem that, 
many decades ago, he officially recognized their marriage.  The people call her 
"Beloved Nightingale" for her melodious voice, and the Nightingale Throne is nam
ed for her.  She is famous for her collection of jade, gifts from the people and
 from foreign potentates.
        Cheng Sing blessed the Imperial dynasty with many heirs, but Zhurong has
 murdered them or exiled them to the jade mines.  Cheng Sing herself is believed
 to be held captive with her husband.
 
The Warlord Zhurong
 
        There is no more awesome warrior in Khantun than the Warlord.  He has ma
stered the supremely difficult Two Swords Art and moves with such speed that he 
can pluck flies from the air.  He was a promising leader in Khantun's defending 
army.  Yet his mastery brought with it ambition and arrogance; he revels in his 
swordsmanship.
        As you would heed the Warlords's twin swords, disciple, heed the twin pe
rils of pride and cruelty, or you can be no more than Zhurong himself.
 
The Imperial Alchemist, Shen Jang
 
        When the Emperor designated him as court alchemist, the inquisitive Shen
 Jang, was still lucid.  Later experiments with unholy chemicals wrought delusio
ns in his mind.  He went mad.  But his insanity, a cunning variety, let him simu
late correct action.  So, against Emperor Choa Ti's strict instructions, he purs
ued secret researches into the forbidden subject of astral demonology.
        When Zhurong returned from Nubia, the Warlord found a willing ally in th
e alchemist.  Shen Jang evidently cares nothing for the occupant of the Nighting
ale Throne.  He only wishes to unleash the results of his demented researches.  
Zhurong cards just as little for spiritual matters, and so he allows Shen Jang h
is insanity.
 
Kuafu, the Jailer
 
        All too many an unfortunate soul has been placed under the custody of Ku
afu, the pitiless jailer of the Imperial Prison.  However, though quick to brag 
on how escape-proof his prison is, Kuafu's vigilance is often in question consid
ering his penchant for long naps punctuated by shrill snoring.
 
Imperial Guards
 
        Chao Ti's esteemed Palace Stewards, heirs to the traditions of hundred g
enerations, now work the jade mines along with other protesters.  In their stead
 Zhurong hired dozens of ragtags, scoundrels, vagrants, and failed farmers as hi
s thugs.  This rabble now guards the Celestial Palace.
 
Concubines
 
        Though these lovely ladies remain loyal to the Emperor, Zhurong has made
 them his love-slaves.  They are trained in the gentle arts of song, formal danc
e, and conversation.  The concubines serve, unofficially, as central coordinator
s for gossip and rumor in the court.
 
The Nubian Princess
 
        Formerly the Ivory Princess of the kind of the distant land of Nubia, sh
e now leads the life of a captive, kidnapped by the deceitful Zhurong during his
 recent mission of conquest to her homeland.  Few can learn from her since she o
nly speaks her native tongue and refuses to learn the language of Khantun.
 
 
People of Devout Ways
 
Priests
 
        These monks have devoted their lives to maintaining a holy shrine.  Skil
led in ritual and serene in outlook, they can bless the incense you use to send 
your prayers skyward.  But beware of priests possessed by Shen Jang's evil spiri
ts.  You must exorcise these spirits to heal the priests and restore harmony.
 
Monks
 
        In the Monastery of the Enlightened Khisa, monks devote much effort to c
opying the scrolls of past ages.  Their monastery library holds the lore of anci
ent scholars.
 
Shamans
 
        These animist magicians seek truth through contact with nature.  By prot
racted study of the laws of the wilderness these wizened man and women deduce wa
ys to influence natural law -- in other words, they learn the ways of magic.
 
Medicine Men
 
        Practitioners of the arcane rites of alchemy, these respected tradesmen 
prepare elixirs, healing balms, and potions that fortify the spirit of cleanse t
he digestive system.  With proper study they can prepare antidotes to many poiso
ns and drugs.  The rarity of their ingredients forces them to change high prices
 for their services.
 
Fortunetellers
 
        For a nominal fee these seers interpret the mystic I Ching, or Book of C
hanges, to predict your fate.  Cast three coins six times and the fortuneteller 
will divine the timeless wisdom of the ancients.
 
 
People of Humble Ways
 
Farmers
 
        These peaceful folk pray in the shrines each morning, farm their rice fi
elds all day, and sleep on straw mats at night.  Their lives, though strenuous, 
were happy until Zhurong took the throne.  They gladly offer their dwellings as 
safe shelters for an honorable disciple who seeks rest.
 
Fishermen
 
        Simple folk like farmers, the fisherman trawl for shrimp in small boats.
  They take long trips over the Boundless OCean to many different parts of Khant
un.  Travellers, impressed with the fisherman's profound knowledge of the waters
, often follow his boat to interesting places.
 
Merchants
 
        In these trying times goods are short, quantities small, and prices high
.  Merchants try as best they can to maintain sticks of useful items.  Merchants
 in Khantun maintain high integrity and refuse to sell their goods to those of i
mperfect honor.
 
Beggars
 
        By the Harmonious Emperor's decree, blind people received the charity of
 the state.  Under Zhurong's rule, the blind have been driven to beggary.  In th
eir humiliating circumstances they deserve respect and compassion from those mor
e fortunate.  Though deprived of sight, beggars retain keen hearing.  They often
 hear information others might miss.
 
 
People of Dishonorable Ways
 
Thieves
 
        Cowardly skulkers, these vagabonds prey upon the unwary.  They seldom pr
esent much threat to the disciple of clear mind and purpose.  But beware of the 
thief's dagger, often thrust toward the midriff in a rapid assault.  If you fall
 to a thief, take consolation that they often steal belongings but leave your al
ive -- so that the thieves may steal from you again, another day.
 
Assassins
 
        Among his many other atrocities, Zhurong has recruited the deadly ninja,
 the cult of assassins, to carry out his ruthless deeds.  These black-clad fanat
ics attack with shuriken - throwing stars - and deadly fists.  Much legend surro
unds these people of the night, making it difficult for me to advise you.
 
Beasts and Monsters
 
        Khantun's varied wildlife includes white herons, sea turtles, and other 
harmless creatures.  Enjoy their beauty.  The Life Force shapes itself in many f
orms, and the enlightened person takes joy in them.
        More dangerous to your mission are the giant water beetles that rend tra
vellers in their jaws.  (Fishermen sometimes use the jaws of dead beetles as sca
ling knives.)  Beware also of the sea dragons, monstrous lizards of titanic powe
r.  Do not venture too close to these creatures of the deep, lest they strike at
 your by surprise.
        Last and deadliest come the monsters from beyond this realm, the dark be
ings summoned by the mad alchemist:
        The oni, a giant horned demon of poisonous claws and equally poisonous c
ruelty.
        The fire elemental, a spectral form whose touch imparts burning pain.
        And the astral demon, a malign demigod of profound cunning and limitless
 contempt for truth.  These demons are possessing and desecrating the shrines of
 Khantun.  You must exorcise them from those who they possess.  I will explain h
ow momentarily.
 
 
Objects of the Realm
 
        Do not neglect the details of correct living, for your mission tests you
r resourcefulness as well as your prowess.  In the form of a fisherman, you will
 require money to purchase food and supplies.  You may earn money by procuring g
oods a merchant desires, or as a reward for heroism.  If fortune smiles upon you
r venture, you may also discover wooden chests of money and belongings.  These m
ay be washed ashore on beaches or hidden in the depths of caverns.
        The currency of Khantun, a small brass coin, also purchases other import
ant items:
        Health elixirs that can heal all bodily damage.
        Incense for prayers of restoration.
        Other potions of various natures.
        Parchment, ink, and heron-quill pens, useful for copying scrolls.
        Maps of Khantun and environs.
        And the sextant, a navigational instrument that uses the position of the
 sun, stars, and landmarks to determine your position.  The sextant serves no pu
rpose indoors.
 
Boats and Ships
 
        Khantun is a land set upon the water.  The Boundless Ocean provides food
, travel, commerce, and defense from invaders.  Several kinds of ships ride its 
waters.
 
Fishing Boats
 
        A fisherman will spend three quarters of his life on one of these humble
 vessels hewn from sturdy pine, with no more than a single mast and linen sail. 
 As your test begins, you stand in Xiang Loh near your own boat.
        You may encounter fishermen at sea.  if you hail their boats, they can o
ffer directions and even sell you supplies.
 
Pirate Skiffs
 
        At sea as on land, scurrilous rogues wait to plunder the innocent.  Thes
e skiffs, no larger or sturdier than the fishing boats they rob, travel outside 
normal fishing lanes.
        Aboard pirate skiffs ride merciless thieves and assassins.  They assault
 their victims first with a barrage of shuriken, the dishonorable throwing star 
of the ninja.  Assassins even leap overboard and swim over to attack you.
        If you can defeat a pirate crew, you may take control of their vessel an
d use it as your own.  But no disciple on the path of honor may use their lethal
 shuriken.
 
Imperial Warships
 
        Large craft with hulls of weathered oak and mighty sails, these noble sh
ips now serve the tyrant Zhurong.  Their iron cannons fire metal spheres whose i
mpact can break bones and send the passengers of the target vessel flying into t
he cold waters upon which they sail.
        Zhurong's guards serve as crew.  Setting forth from the Celestial Palace
, they search the Boundless Sea for resisters.  Try to elude these warships if y
ou wish to avoid struggle.
 
 
                               THE WORLD ABOVE
 
                   (Hexagram 20: Wind above, Earth below.)
 
        Contemplation.  As the wind moves over the earth, so the ancient rulers 
travelled the world.  They visited its regions and contemplated its many culture
s.  Observe and explore new ideas.  - I Ching
 
        I have found that in all people of good intent dwells the need for enlig
htenment.  That pursue it in many ways, some ordinary, some curious.  Through th
e very act of searching, each finds some part of the truth behind all material t
hings.
        Yet recall the tale of the six blind men who found an elephant.  One, fe
eling its side, said the elephant was like a wall; another, feeling the tail, ar
gued that it was like a rope; a third, feeling the ear, retorted that the elepha
nt seemed much like a sail; and so on.
        In the same way seekers of truth cannot grasp its infinite diversity.  T
hey treasure their small parts of it, and they elaborate it with ritual and doct
rine.  Each true in its way, non captures the whole Truth.
        Do not hold them in contempt, disciple.  Rather, delight in their humani
ty as I do, and contemplate the many aspects of truth they reveal.  All can help
 you in your quest for enlightenment.
 
Khisanism
 
        Those of this faith follow the path of their enlightened founder, who pa
ssed from this existence centuries ago.  Followers achieve enlightenment through
 contemplation, study, prayer, and fasting in moderation.
        The devout monks of the Sanctified Order guard the knowledge of times pa
st.  Study this lore as they do, with clear mind and pure desire for enlightenme
nt.  You can copy their scrolls freely, so long as you have parchment, ink, and 
a quill pen.
        You may even take the vow of silence and attempt to join the Sanctified 
Order.  By joining the monks in their daily devotions, you show commitment to th
eir principles.  If you are able to prove your mastery of self, you may earn the
 marks of their Order, the silk robe and the oaken staff.
        The founder's serene form adorns many shrines around Khantun.  In these 
shrines you may read the Order's Holy Script and learn useful prayers for renewe
d energy.  Devotions to the founder's memory take the form of incense, burned in
 a censer.  The benevolent priests of the Order can bless this incense for you. 
 Thereafter, when you burn it, your prayers will ascend Heavenward and be answer
ed, whether or not you are in a shrine.
        Certain prayers are known by all who practice the Khisan way.  Though th
e specific words to the prayers are inscribed in the Holy Script, their purposes
 are thus...
            Physical healing
            Spiritual restoration
            Forgiveness and renewed honor
        In these troubled times, the mad alchemist Shen Jang has summoned evil s
pirits on new moon nights to possess the priests of the shrines.  A special pray
er of exorcism allows you to cast a fiery trace of demonic influence from the po
ssessed.
 
Shamanism
 
        Shamans seeks truth through nature.  They study the ways of animals and 
the physical realm.  Attuned to the rhythms of the world, these solitary teacher
s have discerned magical spells that work on the physical form.
        The enchantments rely on talismans and on mantras, chants the improve co
ncentration and activate the realm's magic.  All such enchantments drain the spi
rit in casting, so that only an adept can maintain them for long.
        Having discovered their spells, shamans typically retreat to caves and m
editate on them.  Since this retreat often lasts all their lives, many spells ar
e lost when they pass from this realm.  Only a new enchantments are currently kn
own, and their mantras are closely guarded.  You must seek the mantras in the lo
re of ages past.
        Shamans create talismans that embody their enchantments.  But to use a t
alisman, you must have the shaman bind it to your spirit.  This requires a ritua
l of divination, wherein the shaman examines marks on the shell of a sea turtle.
  Reasonably enough, shamans refuse to carry these shells with them, so you must
 provide one.  Special care must be taken by the practitioner of talismanic magi
c that he not let his Spirit become drained to depletion.  A depleted SPirit wil
l surely result in death.
        Levitation sends the caster high in the air to gain a brief overview of 
his surroundings.  The caster cannot move laterally while levitating, so the spe
ll's use is limited.  However, it can be useful to know who -- or what -- awaits
 you around the next turn.
        Invisibility renders other insensible to the caster's presence.
        Water-walking allows the caster to travel across the sea as though walki
ng on dry land.
        Invulnerability, most powerful of enchantments, renders the caster immun
e to bodily harm.
 
Idolatry
 
        Scholars exert much ingenuity to deduce the ways of the ancient people c
alled the Nahai.  Many generations ago these primitive people built colossal gra
nite idols on some of the islands of Khantun.  Little other evidence of the Naha
i remains; they vanished from history before the scholars could learn how they e
rected the idols.
        The idols depict pagan deities that gaze into eternity.  The Nahai evide
ntly worshipped the idols as symbols of their tribal spirit.  Through rituals of
 music, feasting, and their mysterious "tantric dance," the Nahai supposedly sec
ured the blessing of their deities.
 
Alchemy
 
        In truth lies immortality.  Alchemists of Khantun believe that in immort
ality lies truth, and so they seek elixirs that preserve and prolong life.
        Alchemy combines the rarest herbs and metallic elements in potions that 
benefit the body and spirit -- atleast so the alchemists claim.  Some of their i
ngredients seem unlikely at best and dangerous at worst, such a cinnabar, powere
d gold, and rat bladders.  And yet infinite are the paths of Truth.
        The alchemist's patient quests have produced several elixirs that may he
lp you in your test.  Consult with medicine men to learn of these.  No alchemist
 has yet distilled the Elixir of Everlasting Life.  All seek a missing ingredien
t, the legendary Peach Seed of Immortality.  They believe this to belong to the 
God of Luck; but thus far no one has been lucky enough to find him.
 
 
                       MAKING YOUR WAY IN THE WORLD
 
                 (Hexagram 56: Fire above, Mountain below.)
 
        Travel.  Illumination upon the tranquil mountain makes conditions favora
ble for travel.  The enlightened person is clear-minded and not detained by disp
utes.  Progress and good fortune through correct persistence.  - I Ching
 
        In the course of your test you may travel the whole realm of Khantun.  Y
ou will face many obstacles and adversaries.  Through correct behavior you will 
not only restore the Emperor of his throne, but you will also achieve enlightenm
ent.
        As my disciple, you serve the Way of Truth and Understanding.  Serve, in
 this case, by example; let no one who witnesses your action doubt that you foll
ow the Way.
        Here I summarize the cardinal virtues of my disciples.
 
The Way of the Disciple
 
        A clear and Receptive mind -- Most curious are the ways that people thin
k and act at times.  And yet all, in their way, seek peace and enlightenment.  S
ince every disciple captures some aspect of the Truth, respect and learn from th
e practices of others.
        Unstained honor -- Live honorably among the people.  Steal nothing.  Sho
w generosity toward the unfortunate.  Never flee from a just battle.  Revere you
r elders, and respect the common people.  Live cleanly to achieve enlightenment,
 as the tree must root in clean soil to grow straight and tall.
        Never aggressive, yet ready to defend -- Maintain your physical health a
s much as your spiritual health, for the enlightened person often meets those wh
o mock enlightenment and would gladly extinguish it.  However, note well the vic
e of aggression.  The aggressive disciple poisons his spirit through pride and r
eliance on force; study Zhurong for an object lesson in these dangers.  You must
 not attack without provocation.
        Always seeking understanding --  Be tolerant of the ignorant, but show n
o mercy toward ignorance.  The darkness of ignorance waits always to overwhelm t
he world; the light of understanding flickers without constant care.  Peruse the
 lore of past times, copy scrolls as you will, and examine their messages for cl
ues to enlightenment.
        Resolute until the deed is done -- The test is complex and requires many
 days.  You will often face obstacles that appear indomitable.  Do not despair. 
 As the seed is carried far and then falls at last to fertile ground, you may no
t yet have found all the tools you require to overcome the obstacle.
        Search widely throughout Khantun.  Do not delay for long at any one obst
acle, but seek its solution elsewhere.
        Your MISSION requires cleverness and rewards adroit solutions.
 
Know Yourself
 
        Seek enlightenment first through self-knowledge.  Learn your capacities 
by ranking them in the four traditional attributes, or qualities, of the discipl
e.
        As your teacher, I help you visualize your attributes by presenting them
 as rows on the abacus, the traditional calculating device.
        Each row of bead on its wire represents one of your attributes.  Your cu
rrent status is each attribute is shown by the position of the beads.  The more 
beads that slide along the row away from their symbol, the weaker that attribute
s becomes.
        As you rise in my Order, you grow stronger in your attributes.  The bead
s grow weightier and slide less quickly, giving you greater stamina in each attr
ibute.
        Your attributes and their symbols:
        Body, symbolized by the mighty ox, represents your health and vigor.  Yo
ur body attribute is reduced by wounds in combat, by lack of food or sleep, and 
by the many other perils of like.  When the beads of the body wire all slide awa
y from the ox symbol, your physical form has expired.  The Spectre of Death will
 try to claim you.
        Spirit, is represented by the lightning bolt, for this is the life force
, the ch'i.  This universal force animates your form as the lightning enlivens t
he night sky.  Your strength of spirit governs the casting of magic.  When you c
ast a spell, your expend a certain amount of your life force, and a bead slides 
down the wire.  When all the spirit beads slide to the right, your enchantment f
ails.  You can regain spiritual energy through prayer of through certain rare el
ixirs.  But, be forewarned, my disciple... to let one's spirit become depleted i
s to surrender one's life force to the Spectre of Death.  Caution is urged in th
e use of magical efforts.
        Honor, is represented by the smouldering incense urn.  The honor from yo
ur actions goes forth and drifts among men as the smoke from this urn.
        You lose honor by improper social conduct or by fleeing from a battle in
 fear.  If too many honor beads slide away from the urn symbol, the common peopl
e will be less friendly, and your task will grow more difficult.  The successful
 disciple strives to maintain perfect honor.
        Karma, the spiritual consequence of your actions, is represented by the 
symbol of yin and yang.  The ancient glyph shows that good and evil, the positiv
e and the negative, are inextricably related.
        In this test karma shows how many times I allow you to fact the Spectre 
of Death.  Each time your body or spirit perishes, I shall steal you away from t
he Spectre and restore your life -- but a karma bead slides down the wire.
        If all of your karma beads come to rest away from the yin-yang symbol, y
ou have failed this test.  The Spectre of Death passes you on the taunting demon
s of Mirror of Truth.  I dare not reveal the fate they plan for you.
 
Journeying
 
        You will travel by land, where you may either walk or run; and on the se
a, where you may swim or sail.  Do not attempt to board another's boat, unless i
t be a dishonorable pirate ship whose pilot has fled.
        Not that by exertion you can speed your normal passage over land or wate
r.  But be moderate in this, for it saps your strength.
        Remember to eat atleast once a day.  A simple handful of rise and fish c
akes can sustain you.  Sleep, too, is vital to your health.  Further, you can re
treat into sleep when you want time to pass quickly.
        But be careful where you sleep, for dishonorable persons seek to plunder
 helpless sleepers.  And other menaces lurk within your own spirit.  Dreams may 
awaken you before your achieve full rest.  Worse, should you fall short of perfe
ct honor, dangerous nightmares may plague your tainted spirit.
        Your leather pouch, which holds most of your possessions, is always at y
our side.  You can carry bulky possessions at your belt, strapped across your ba
ck, or in hand.  You may examine these possessions at any time except during bat
tle, when your attention is obviously elsewhere.
        At every turn seek to converse with those you meet.  They may know somet
hing that can help you.  In general, anyone you approach (save for thieves and t
he life) will strike up a conversation.  Even those who have spoken to your befo
re can share further information as news travels the realm.
        Though the enlightened person respects privacy, a healthy curiosity abou
t one's surroundings is correct.  Enter buildings that offer open doorways.  Exa
mine the scrolls, cabinets, and shelves that you find.  You cannot know whether 
one may hold something that aids you in your mission.
 
 
                           DEFENDING YOURSELF
 
        The enlightened disciple never attacks.  However, you will certainly nee
d to defend your life and honor in combat.  Herewith, my advice.
 
Training
 
        Before you being your test, I offer you the chance to train your defensi
ve skills.  First unarmed, then with a staff, you will face some of the opponent
s you will encounter in the world:  thieves, assassins, guards, and yet more dan
gerous foes.  Be aware, though, that those whom you will train against may be fa
r less aggressive than those whom you will defend against in the world.
        If you achieve honorable victories in a full cycle of training before yo
u being your test, I shall grant you early advancement in my Order.
        The enlightened person takes every opportunity to gain self-knowledge.  
Learn well your defensive maneuvers and your opponents' patterns of aggression b
efore you venture forth.
 
Unarmed Defense
 
        Master the four blows: punch, high kick, front kick and roundhouse kick.
  The punch and front kick are quickest to land, but the other kicks are deadly 
and can stagger your opponent.  Some masters follow a high kick with a punch for
 doubled effectiveness.
        Blows aimed at the opponent's head yield best results, but these are the
 hardest to land.  Strikes to the midriff prove more practical in close quarters
.
        Step lightly toward of away from the opponent.  For very rapid closing, 
use handsprings; for rapid distancing, use cartwheels.
        The opponent seldom expects these adroit maneuvers.  You can escape a de
adly thrust, or close within the foe's guard to deliver a thrust of your own.  T
he handspring itself is an attack, as well.
        At all times strive to time your attacks with suddenness of the falcon. 
 Strike after opponent has completed his attack, and before be can prepare anoth
er.
 
Defending with a Staff
 
        The staff, symbol of spiritual transcendence, served also as protection 
for your physical form.  With its long reach you may strike from a safe distance
.
        Master the three staff blows: the high swing, the low jab, and the front
 thrust.  You can also fruitfully employ all the kicks described above.
        Front thrusts and low jabs, quick and easy to use, form the foundation o
f staff technique.  High swings take longer, but their effect when landing is mo
st rewarding.  Use these with finesse, especially while the opponent is stunned.
 
Concentration; Intuition
 
        The disciplined mind can shut out distractions.  Employing concentration
, you may speed your perceptions so that each exchange of blows seems to proceed
 at your chosen pace.
        In this state of concentration you may gauge the situation and choose yo
ur next maneuver when you are ready.  The opponent has not time to make more tha
n a single move in response.  By careful consideration you may suit each maneuve
r precisely to the requirements of combat.
        But the trained fighter also knows that value of surrendering to the mom
ent.  Replying on your intuition, you let your ch'i, you inner spirit, guide you
r blows.  This method is practical when your confidence is your defensive skill 
is high and provides great internal satisfaction to the intuitive one.
 
Reflecting on your Experience
 
        In the flurry of combat one seldom musters the perspective needed for le
arning.  I grant you the ability to review each combat after it is completed.  I
f you reflect on your experience, you may learn your strengths and avoid repeati
ng your mistakes.  The enlightened person reflects on his experience, you may le
arn your strengths and avoid repeating your mistakes.  The enlightened person re
flects on his experience in combat.  Try to discern the techniques each enemy em
ploys, and develop your own maneuvers to counter them.
 
Your Opponents' Fighting Styles
 
        You will discover during your training, or soon after you being your tes
t, that your opponents fight with different techniques and patterns.  For exampl
e, the clever thief often feigns a high, swinging stab, then suddenly turns it i
nto a short thrust.
        Note also the different time and effect their maneuvers require.  A rabb
it punch or jab falls as quickly as the lightning.  But a long sword stroke take
s much longer.
        Use this information about your opponent to your advantage.
 
Fleeing Combat
 
        In desperate straits you may flee combat.  Flight from a fair battle bri
ngs dishonor upon you.  You will suffer a blot upon your honor, and a bead will 
slide to the right on the abacus of your abilities.
 
 
                          THE ORDERS OF ENLIGHTENMENT
 
                    (Hexagram 19: Lake below, Earth above.)
 
        Promotion.  The receptive earth about reflects in the lake beneath.  So 
it is the enlightened person willing to teach and learn from others.  Exceptiona
l progress through persistence.  - I Ching
 
        I mark my disciple's degrees of enlightenment by these ranks, called ord
ers.  You will achieve greater enlightenment through persistent effort, generosi
ty toward others, defeat of unjustice, and achievement of your goals.
        I shall reward you spiritual growth with greater prowess in the world be
low.  Recall the abacus of your abilities.  As the enlightened life grows rich, 
so each bead upon the abacus gains in value according to your Order.  Thus. when
 you are hurt or cast magic, the beads slide away less often than before.
        Take pride in your increases only as they let you pursue your path with 
more certainly.  The Way is not pride, but humble regard for one's fellows and h
armony with all.
        Remember, there are many things I have not told you.  They are there for
 you to learn, as part of your test.  Now Process!  The path of the disciple lie
s before you.
 
 
                         The Order of the Windwalker
 
                The Orders of Earth      The Orders of Water
 
                   1.  Mongoose             1.  Barracuda
                   2.  Badger               2.  Manta
                   3.  Boar                 3.  Octopus
                   4.  Wolf                 4.  Shark
                   5.  Lion                 5.  Dolphin
                   6.  Bear                 6.  Whale
 
                The Orders of Air        The Orders of Fire
 
                   1.  Raven                1.  Viper
                   2.  Owl                  2.  Cobra
                   3.  Heron                3.  Crocodile
                   4.  Falcon               4.  Python
                   5.  Condor               5.  Hydra
                   6.  Phoenix              6.  Dragon
 
 
                           AUTHOR's AFTERWORD
 
        Since the release of MOEBIUS, the predecessor to WINDWALKER, I've given 
much thought as to the direction of scope the WINDWALKER should take.  Always fo
remost in my mind has been the desire to provide the player with both pleasurabl
e and intellectually stimulating experience.  In such a way, I have sought to sh
are, in part, the personal joy that I take in the quest for knowledge and unders
tanding about the world around us and the inhabitants therein.
        A common them woven into WINDWALKER's story involves the interaction of 
the player character with persons of differing viewpoints and experiences from h
is own.  Perhaps lessons about living in our own real world may be drawn from th
ese game experiences, though just having fun and high adventure are worthy rewar
ds alone to the imaginative mind.  If 'story morals' are transparent to the play
er, so too might be the other hidden lesson to be found in WINDWALKER, i.e. that
 expanding one's awareness of the world around us should be a source of great pe
rsonal pleasure and a challenging end goal within itself.
        Finally, though the player character in WINDWALKER is given 10 karma bea
ds, or game lives, within which to accomplish the story objectives, we can only 
be sure of one opportunity to fulfill our own personal dreams in this world.  So
, whether you are 13 or 30, just starting your life quest, or already well along
 the path, seek to increase your awareness of the intricate beauty and diversity
 that this life and the people you meet in it have to offer.  There is no greate
r treasure to be found, no any greater source of both amusement and entertainmen
t!
 
 
                               BIBLIOGRAPHY
 
Chinese Alchemy: The Taoist Quest for Immortality; J.C. Cooper, Aquarian Press; 
1984
 
Through the Moon Gate: A Guide to China's Historic Monuments; Oxford University 
Press; 1986
 
Chinese Herbal Medicine; Daniel P. Reid; Shambhala Publications; 1987
 
I CHING, The Book of Changes
 
The I Ching Coloring Book; Rita Aero, Doubleday & Company; 1984
 
The Archaeology of Anicent China; Kwang-chih Chang; Yale University Press; Fourt
h Edition; 1986
 
Oriental Art: A Handbook of Styles and Forms; Auboyer, et al; Rozzoli; 1980
 
Chinese Mythology; Anthony Christie; Peter Bedrick Books; 1985
 
Japanese Mythology; Juliet Piggot; Peter Bedrick Books; 1987
 
Larousse World Mythology; Pierre Grimal; Excalibur Books; 1965
 
Understanding Far Eastern Art' Julia Hunt; E.P. Dutton Div. NAL Penguin Inc.; 19
87
 
The Art of Zen Gardens; A.K. Davidson; Jermey P. Tarcher, Inc.; 1983
 
The Japanese Garden: Islands of Serenity; Haruzo Ohashi; Graphic-sha Publishing 
Co. Ltd; 1986
 
Light on Yoga; B.K.S. Iyengar; Schocken Books; 1972
 
Tao Magic: The Secret Language of Diagrams and Calligraphy; Ladzlo Legeza; Thame
s and Hudson Ltd.; 1975
 
An Illustrated Cycle of Chinese Festivities in Malaysia and Singapore; C.S. Wong
; Jack Chia-MPH Ltd.; 1987
 
Zen in the Martial Arts; Joe Hyams; Bantam Books; 1979
 
Ninja: Warrior Ways of Enlightenment; Stephen k. Hayes; Ohara Publications; Inc.
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